Hook up vertex shaders to shader cache

This commit is contained in:
wheremyfoodat 2024-07-25 04:04:41 +03:00
parent 251ff5ee49
commit 2f4c169cad
10 changed files with 256 additions and 77 deletions

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@ -13,6 +13,12 @@
#include "memory.hpp"
#include "renderer.hpp"
enum class ShaderExecMode {
Interpreter, // Interpret shaders on the CPU
JIT, // Recompile shaders to CPU machine code
Hardware, // Recompiler shaders to host shaders and run them on the GPU
};
class GPU {
static constexpr u32 regNum = 0x300;
static constexpr u32 extRegNum = 0x1000;
@ -45,7 +51,7 @@ class GPU {
uint immediateModeVertIndex;
uint immediateModeAttrIndex; // Index of the immediate mode attribute we're uploading
template <bool indexed, bool useShaderJIT>
template <bool indexed, ShaderExecMode mode>
void drawArrays();
// Silly method of avoiding linking problems. TODO: Change to something less silly

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@ -0,0 +1,31 @@
#pragma once
#include <array>
#include <cstring>
#include <type_traits>
#include <unordered_map>
#include "PICA/pica_hash.hpp"
#include "PICA/regs.hpp"
#include "bitfield.hpp"
#include "helpers.hpp"
namespace PICA {
// Configuration struct used
struct VertConfig {
PICAHash::HashType shaderHash;
PICAHash::HashType opdescHash;
u32 entrypoint;
bool usingUbershader;
bool operator==(const VertConfig& config) const {
// Hash function and equality operator required by std::unordered_map
return std::memcmp(this, &config, sizeof(VertConfig)) == 0;
}
};
} // namespace PICA
// Override std::hash for our vertex config class
template <>
struct std::hash<PICA::VertConfig> {
std::size_t operator()(const PICA::VertConfig& config) const noexcept { return PICAHash::computeHash((const char*)&config, sizeof(config)); }
};

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@ -107,6 +107,11 @@ class PICAShader {
alignas(16) std::array<vec4f, 16> inputs; // Attributes passed to the shader
alignas(16) std::array<vec4f, 16> outputs;
alignas(16) vec4f dummy = vec4f({f24::zero(), f24::zero(), f24::zero(), f24::zero()}); // Dummy register used by the JIT
// We use a hashmap for matching 3DS shaders to their equivalent compiled code in our shader cache in the shader JIT
// We choose our hash type to be a 64-bit integer by default, as the collision chance is very tiny and generating it is decently optimal
// Ideally we want to be able to support multiple different types of hash depending on compilation settings, but let's get this working first
using Hash = PICAHash::HashType;
protected:
std::array<u32, 128> operandDescriptors;
@ -125,11 +130,6 @@ class PICAShader {
std::array<CallInfo, 4> callInfo;
ShaderType type;
// We use a hashmap for matching 3DS shaders to their equivalent compiled code in our shader cache in the shader JIT
// We choose our hash type to be a 64-bit integer by default, as the collision chance is very tiny and generating it is decently optimal
// Ideally we want to be able to support multiple different types of hash depending on compilation settings, but let's get this working first
using Hash = PICAHash::HashType;
Hash lastCodeHash = 0; // Last hash computed for the shader code (Used for the JIT caching mechanism)
Hash lastOpdescHash = 0; // Last hash computed for the operand descriptors (Also used for the JIT)

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@ -30,6 +30,8 @@ namespace PICA::ShaderGen {
FragmentGenerator(API api, Language language) : api(api), language(language) {}
std::string generate(const PICA::FragmentConfig& config);
std::string getDefaultVertexShader();
// For when PICA shader is acceleration is enabled. Turn the PICA shader source into a proper vertex shader
std::string getVertexShaderAccelerated(const std::string& picaSource, bool usingUbershader);
void setTarget(API api, Language language) {
this->api = api;

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@ -82,7 +82,8 @@ class Renderer {
// This function is called on every draw call before parsing vertex data.
// It is responsible for things like looking up which vertex/fragment shaders to use, recompiling them if they don't exist, choosing between
// ubershaders and shadergen, and so on.
virtual void prepareForDraw(ShaderUnit& shaderUnit, bool isImmediateMode) {}
// Returns whether this draw is eligible for using hardware-accelerated shaders or if shaders should run on the CPU
virtual bool prepareForDraw(ShaderUnit& shaderUnit, bool isImmediateMode) { return false; }
// Functions for initializing the graphics context for the Qt frontend, where we don't have the convenience of SDL_Window
#ifdef PANDA3DS_FRONTEND_QT

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@ -3,11 +3,14 @@
#include <array>
#include <cstring>
#include <functional>
#include <optional>
#include <span>
#include <unordered_map>
#include <utility>
#include "PICA/float_types.hpp"
#include "PICA/pica_frag_config.hpp"
#include "PICA/pica_vert_config.hpp"
#include "PICA/pica_hash.hpp"
#include "PICA/pica_vertex.hpp"
#include "PICA/regs.hpp"
@ -52,6 +55,11 @@ class RendererGL final : public Renderer {
float oldDepthScale = -1.0;
float oldDepthOffset = 0.0;
bool oldDepthmapEnable = false;
// Set by prepareDraw, tells us whether the current draw is using hw-accelerated shader
bool usingAcceleratedShader = false;
// Cached pointer to the current vertex shader when using HW accelerated shaders
OpenGL::Shader* generatedVertexShader = nullptr;
SurfaceCache<DepthBuffer, 16, true> depthBufferCache;
SurfaceCache<ColourBuffer, 16, true> colourBufferCache;
@ -74,7 +82,38 @@ class RendererGL final : public Renderer {
OpenGL::Program program;
uint uboBinding;
};
std::unordered_map<PICA::FragmentConfig, CachedProgram> shaderCache;
struct ShaderCache {
std::unordered_map<PICA::VertConfig, std::optional<OpenGL::Shader>> vertexShaderCache;
std::unordered_map<PICA::FragmentConfig, OpenGL::Shader> fragmentShaderCache;
// Program cache indexed by GLuints for the vertex and fragment shader to use
// Top 32 bits are the vertex shader GLuint, bottom 32 bits are the fs GLuint
std::unordered_map<u64, CachedProgram> programCache;
void clear() {
for (auto& it : programCache) {
CachedProgram& cachedProgram = it.second;
cachedProgram.program.free();
glDeleteBuffers(1, &cachedProgram.uboBinding);
}
for (auto& it : vertexShaderCache) {
if (it.second.has_value()) {
it.second->free();
}
}
for (auto& it : fragmentShaderCache) {
it.second.free();
}
programCache.clear();
vertexShaderCache.clear();
fragmentShaderCache.clear();
}
};
ShaderCache shaderCache;
OpenGL::Framebuffer getColourFBO();
OpenGL::Texture getTexture(Texture& tex);
@ -109,14 +148,13 @@ class RendererGL final : public Renderer {
virtual bool supportsShaderReload() override { return true; }
virtual std::string getUbershader() override;
virtual void setUbershader(const std::string& shader) override;
virtual void prepareForDraw(ShaderUnit& shaderUnit, bool isImmediateMode) override;
virtual bool prepareForDraw(ShaderUnit& shaderUnit, bool isImmediateMode) override;
std::optional<ColourBuffer> getColourBuffer(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true);
// Note: The caller is responsible for deleting the currently bound FBO before calling this
void setFBO(uint handle) { screenFramebuffer.m_handle = handle; }
void resetStateManager() { gl.reset(); }
void clearShaderCache();
void initUbershader(OpenGL::Program& program);
#ifdef PANDA3DS_FRONTEND_QT