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Support Dual Vertex Shader Programs
Add support for parsing and combining `VertexA` and `VertexB` programs into a single vertex pipeline program prior to compilation, atomic reparsing and combining is supported to only reparse the stage that was modified and recombine once at most within a single pipeline compilation.
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974cf03c18
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@ -743,8 +743,24 @@ namespace skyline::gpu::interconnect {
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shader.program = gpu.shader.ParseGraphicsShader(shader.data, shader.stage, shader.offset);
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if (shader.stage != ShaderCompiler::Stage::VertexA) {
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if (shader.stage != ShaderCompiler::Stage::VertexA && shader.stage != ShaderCompiler::Stage::VertexB) {
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pipelineStage.program.emplace<std::reference_wrapper<ShaderCompiler::IR::Program>>(*shader.program);
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} else if (shader.stage == ShaderCompiler::Stage::VertexA) {
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auto &vertexB{shaders[maxwell3d::ShaderStage::VertexB]};
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if (!vertexB.enabled)
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throw exception("Enabling VertexA without VertexB is not supported");
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else if (!vertexB.invalidated)
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// If only VertexA is invalidated, we need to recombine here but we can defer it otherwise
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pipelineStage.program = gpu.shader.CombineVertexShaders(*shader.program, *vertexB.program, vertexB.data);
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} else if (shader.stage == ShaderCompiler::Stage::VertexB) {
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auto &vertexA{shaders[maxwell3d::ShaderStage::VertexA]};
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if (vertexA.enabled)
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// We need to combine the vertex shader stages if VertexA is enabled
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pipelineStage.program = gpu.shader.CombineVertexShaders(*vertexA.program, *shader.program, shader.data);
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else
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pipelineStage.program.emplace<std::reference_wrapper<ShaderCompiler::IR::Program>>(*shader.program);
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}
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pipelineStage.enabled = true;
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@ -125,6 +125,45 @@ namespace skyline::gpu {
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}
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};
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/**
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* @brief A shader environment for VertexB during combination as it only requires the shader header and no higher level context
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*/
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class VertexBEnvironment : public Shader::Environment {
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public:
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explicit VertexBEnvironment(span<u8> binary) {
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sph = *reinterpret_cast<Shader::ProgramHeader *>(binary.data());
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stage = Shader::Stage::VertexB;
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}
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[[nodiscard]] u64 ReadInstruction(u32 address) final {
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throw exception("Not implemented");
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}
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[[nodiscard]] u32 ReadCbufValue(u32 cbuf_index, u32 cbuf_offset) final {
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throw exception("Not implemented");
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}
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[[nodiscard]] Shader::TextureType ReadTextureType(u32 raw_handle) final {
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throw exception("Not implemented");
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}
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[[nodiscard]] u32 TextureBoundBuffer() const final {
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throw exception("Not implemented");
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}
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[[nodiscard]] u32 LocalMemorySize() const final {
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return static_cast<u32>(sph.LocalMemorySize()) + sph.common3.shader_local_memory_crs_size;
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}
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[[nodiscard]] u32 SharedMemorySize() const final {
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return 0;
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}
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[[nodiscard]] std::array<u32, 3> WorkgroupSize() const final {
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return {0, 0, 0};
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}
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};
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Shader::IR::Program ShaderManager::ParseGraphicsShader(span<u8> binary, Shader::Stage stage, u32 baseOffset) {
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GraphicsEnvironment environment{binary, baseOffset, stage};
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Shader::Maxwell::Flow::CFG cfg(environment, flowBlockPool, Shader::Maxwell::Location{static_cast<u32>(baseOffset + sizeof(Shader::ProgramHeader))});
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@ -132,6 +171,11 @@ namespace skyline::gpu {
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return Shader::Maxwell::TranslateProgram(instPool, blockPool, environment, cfg, hostTranslateInfo);
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}
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Shader::IR::Program ShaderManager::CombineVertexShaders(Shader::IR::Program &vertexA, Shader::IR::Program &vertexB, span<u8> vertexBBinary) {
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VertexBEnvironment vertexBEnvironment{vertexBBinary};
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return Shader::Maxwell::MergeDualVertexPrograms(vertexA, vertexB, vertexBEnvironment);
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}
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vk::raii::ShaderModule ShaderManager::CompileShader(Shader::RuntimeInfo &runtimeInfo, Shader::IR::Program &program, Shader::Backend::Bindings &bindings) {
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auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program, bindings)};
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@ -33,6 +33,11 @@ namespace skyline::gpu {
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Shader::IR::Program ParseGraphicsShader(span<u8> binary, Shader::Stage stage, u32 baseOffset);
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/**
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* @brief Combines the VertexA and VertexB shader programs into a single program
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*/
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static Shader::IR::Program CombineVertexShaders(Shader::IR::Program &vertexA, Shader::IR::Program &vertexB, span<u8> vertexBBinary);
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vk::raii::ShaderModule CompileShader(Shader::RuntimeInfo &runtimeInfo, Shader::IR::Program &program, Shader::Backend::Bindings &bindings);
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};
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}
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