Videocore: Simplify variables in vertex shader interpreter
Simplifies the code and gives a tiny speed-up.
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877d2a0e48
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4909a1486e
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@ -26,7 +26,7 @@ namespace Pica {
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namespace VertexShader {
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namespace VertexShader {
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struct VertexShaderState {
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struct VertexShaderState {
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const u32* program_counter;
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u32 program_counter;
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const float24* input_register_table[16];
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const float24* input_register_table[16];
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Math::Vec4<float24> output_registers[16];
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Math::Vec4<float24> output_registers[16];
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@ -71,14 +71,14 @@ static void ProcessShaderCode(VertexShaderState& state) {
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while (true) {
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while (true) {
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if (!state.call_stack.empty()) {
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if (!state.call_stack.empty()) {
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auto& top = state.call_stack.back();
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auto& top = state.call_stack.back();
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if (state.program_counter - program_code.data() == top.final_address) {
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if (state.program_counter == top.final_address) {
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state.address_registers[2] += top.loop_increment;
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state.address_registers[2] += top.loop_increment;
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if (top.repeat_counter-- == 0) {
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if (top.repeat_counter-- == 0) {
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state.program_counter = &program_code[top.return_address];
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state.program_counter = top.return_address;
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state.call_stack.pop_back();
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state.call_stack.pop_back();
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} else {
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} else {
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state.program_counter = &program_code[top.loop_address];
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state.program_counter = top.loop_address;
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}
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}
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// TODO: Is "trying again" accurate to hardware?
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// TODO: Is "trying again" accurate to hardware?
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@ -87,18 +87,16 @@ static void ProcessShaderCode(VertexShaderState& state) {
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}
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}
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bool exit_loop = false;
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bool exit_loop = false;
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const Instruction& instr = *(const Instruction*)state.program_counter;
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const Instruction instr = { program_code[state.program_counter] };
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const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
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const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
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static auto call = [&program_code](VertexShaderState& state, u32 offset, u32 num_instructions,
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static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
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u32 return_offset, u8 repeat_count, u8 loop_increment) {
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u32 return_offset, u8 repeat_count, u8 loop_increment) {
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state.program_counter = &program_code[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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state.program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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ASSERT(state.call_stack.size() < state.call_stack.capacity());
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ASSERT(state.call_stack.size() < state.call_stack.capacity());
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state.call_stack.push_back({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
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state.call_stack.push_back({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset });
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};
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};
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u32 binary_offset = state.program_counter - program_code.data();
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state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + state.program_counter);
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state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset);
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auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
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auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
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switch (source_reg.GetRegisterType()) {
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switch (source_reg.GetRegisterType()) {
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@ -442,13 +440,13 @@ static void ProcessShaderCode(VertexShaderState& state) {
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case OpCode::Id::JMPC:
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case OpCode::Id::JMPC:
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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state.program_counter = &program_code[instr.flow_control.dest_offset] - 1;
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state.program_counter = instr.flow_control.dest_offset - 1;
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}
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}
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break;
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break;
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case OpCode::Id::JMPU:
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case OpCode::Id::JMPU:
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if (uniforms.b[instr.flow_control.bool_uniform_id]) {
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if (uniforms.b[instr.flow_control.bool_uniform_id]) {
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state.program_counter = &program_code[instr.flow_control.dest_offset] - 1;
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state.program_counter = instr.flow_control.dest_offset - 1;
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}
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}
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break;
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break;
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@ -456,7 +454,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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call(state,
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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instr.flow_control.num_instructions,
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binary_offset + 1, 0, 0);
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state.program_counter + 1, 0, 0);
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break;
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break;
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case OpCode::Id::CALLU:
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case OpCode::Id::CALLU:
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@ -464,7 +462,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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call(state,
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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instr.flow_control.num_instructions,
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binary_offset + 1, 0, 0);
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state.program_counter + 1, 0, 0);
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}
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}
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break;
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break;
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@ -473,7 +471,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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call(state,
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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instr.flow_control.num_instructions,
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binary_offset + 1, 0, 0);
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state.program_counter + 1, 0, 0);
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}
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}
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break;
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break;
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@ -483,8 +481,8 @@ static void ProcessShaderCode(VertexShaderState& state) {
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case OpCode::Id::IFU:
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case OpCode::Id::IFU:
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if (uniforms.b[instr.flow_control.bool_uniform_id]) {
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if (uniforms.b[instr.flow_control.bool_uniform_id]) {
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call(state,
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call(state,
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binary_offset + 1,
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state.program_counter + 1,
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instr.flow_control.dest_offset - binary_offset - 1,
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instr.flow_control.dest_offset - state.program_counter - 1,
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instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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} else {
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} else {
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call(state,
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call(state,
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@ -501,8 +499,8 @@ static void ProcessShaderCode(VertexShaderState& state) {
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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call(state,
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call(state,
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binary_offset + 1,
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state.program_counter + 1,
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instr.flow_control.dest_offset - binary_offset - 1,
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instr.flow_control.dest_offset - state.program_counter - 1,
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instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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} else {
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} else {
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call(state,
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call(state,
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@ -519,8 +517,8 @@ static void ProcessShaderCode(VertexShaderState& state) {
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state.address_registers[2] = uniforms.i[instr.flow_control.int_uniform_id].y;
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state.address_registers[2] = uniforms.i[instr.flow_control.int_uniform_id].y;
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call(state,
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call(state,
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binary_offset + 1,
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state.program_counter + 1,
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instr.flow_control.dest_offset - binary_offset + 1,
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instr.flow_control.dest_offset - state.program_counter + 1,
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instr.flow_control.dest_offset + 1,
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instr.flow_control.dest_offset + 1,
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uniforms.i[instr.flow_control.int_uniform_id].x,
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uniforms.i[instr.flow_control.int_uniform_id].x,
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uniforms.i[instr.flow_control.int_uniform_id].z);
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uniforms.i[instr.flow_control.int_uniform_id].z);
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@ -551,8 +549,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes, const Regs:
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VertexShaderState state;
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VertexShaderState state;
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const u32* main = &setup.program_code[config.main_offset];
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state.program_counter = config.main_offset;
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state.program_counter = (u32*)main;
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state.debug.max_offset = 0;
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state.debug.max_offset = 0;
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state.debug.max_opdesc_id = 0;
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state.debug.max_opdesc_id = 0;
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