mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-23 13:55:50 +12:00
[Shader JIT] Add prologue & some more compilation stuffs
This commit is contained in:
parent
415e276ef9
commit
77cba3110d
5 changed files with 116 additions and 7 deletions
|
@ -7,17 +7,51 @@
|
|||
#include "xbyak/xbyak.h"
|
||||
#include "x64_regs.hpp"
|
||||
|
||||
#include <vector>
|
||||
|
||||
class ShaderEmitter : public Xbyak::CodeGenerator {
|
||||
static constexpr size_t executableMemorySize = PICAShader::maxInstructionCount * 96; // How much executable memory to alloc for each shader
|
||||
// Allocate some extra space as padding for security purposes in the extremely unlikely occasion we manage to overflow the above size
|
||||
static constexpr size_t allocSize = executableMemorySize + 0x1000;
|
||||
|
||||
// An array of labels (incl pointers) to each compiled (to x64) PICA instruction
|
||||
std::array<Xbyak::Label, PICAShader::maxInstructionCount> instructionLabels;
|
||||
// A vector of PCs that can potentially return based on the state of the PICA callstack.
|
||||
// Filled before compiling a shader by scanning the code for call instructions
|
||||
std::vector<u32> returnPCs;
|
||||
|
||||
u32 recompilerPC; // PC the recompiler is currently recompiling @
|
||||
|
||||
// Compile all instructions from [current recompiler PC, end)
|
||||
void compileUntil(const PICAShader& shaderUnit, u32 endPC);
|
||||
// Compile instruction "instr"
|
||||
void compileInstruction(const PICAShader& shaderUnit);
|
||||
|
||||
bool isCall(u32 instruction) {
|
||||
const u32 opcode = instruction >> 26;
|
||||
return (opcode == ShaderOpcodes::CALL) || (opcode == ShaderOpcodes::CALLC) || (opcode == ShaderOpcodes::CALLU);
|
||||
}
|
||||
// Scan the shader code for call instructions to fill up the returnPCs vector before starting compilation
|
||||
void scanForCalls(const PICAShader& shader);
|
||||
|
||||
public:
|
||||
using Callback = void(*)(const PICAShader& shaderUnit);
|
||||
using InstructionCallback = void(*)(PICAShader& shaderUnit); // Callback type used for instructions
|
||||
// Callback type used for the JIT prologue. This is what the caller will call
|
||||
using PrologueCallback = void(*)(PICAShader& shaderUnit, InstructionCallback cb);
|
||||
PrologueCallback prologueCb;
|
||||
|
||||
// Initialize our emitter with "allocSize" bytes of RWX memory
|
||||
ShaderEmitter() : Xbyak::CodeGenerator(allocSize) {}
|
||||
void compile(const PICAShader& shaderUnit);
|
||||
|
||||
// PC must be a valid entrypoint here. It doesn't have that much overhead in this case, so we use std::array<>::at() to assert it does
|
||||
InstructionCallback getInstructionCallback(u32 pc) {
|
||||
return reinterpret_cast<InstructionCallback>(instructionLabels.at(pc).getAddress());
|
||||
}
|
||||
|
||||
PrologueCallback getPrologueCallback() {
|
||||
return prologueCb;
|
||||
}
|
||||
};
|
||||
|
||||
#endif // x64 recompiler check
|
Loading…
Add table
Add a link
Reference in a new issue