[Shader JIT] Add prologue & some more compilation stuffs

This commit is contained in:
wheremyfoodat 2023-06-08 22:22:28 +03:00
parent 415e276ef9
commit 77cba3110d
5 changed files with 116 additions and 7 deletions

View file

@ -17,9 +17,15 @@ void ShaderJIT::prepare(PICAShader& shaderUnit) {
if (it == cache.end()) { // Block has not been compiled yet
auto emitter = std::make_unique<ShaderEmitter>();
emitter->compile(shaderUnit);
// Get pointer to callbacks
entrypointCallback = emitter->getInstructionCallback(shaderUnit.entrypoint);
prologueCallback = emitter->getPrologueCallback();
cache.emplace_hint(it, hash, std::move(emitter));
} else { // Block has been compiled and found, use it
auto emitter = it->second.get();
entrypointCallback = emitter->getInstructionCallback(shaderUnit.entrypoint);
prologueCallback = emitter->getPrologueCallback();
}
}
#endif // PANDA3DS_SHADER_JIT_SUPPORTED

View file

@ -4,8 +4,70 @@
using namespace Xbyak;
using namespace Xbyak::util;
void ShaderEmitter::compile(const PICAShader& shaderUnit) {
// Register that points to PICA state
static constexpr Reg64 statePointer = rbp;
void ShaderEmitter::compile(const PICAShader& shaderUnit) {
// Emit prologue first
align(16);
prologueCb = getCurr<PrologueCallback>();
// We assume arg1 contains the pointer to the PICA state and arg2 a pointer to the code for the entrypoint
push(statePointer); // Back up state pointer to stack. This also aligns rsp to 16 bytes for calls
mov(statePointer, (uintptr_t)&shaderUnit); // Set state pointer to the proper pointer
// If we add integer register allocations they should be pushed here, and the rsp should be properly fixed up
// However most of the PICA is floating point so yeah
// Allocate shadow stack on Windows
if constexpr (isWindows()) {
sub(rsp, 32);
}
// Tail call to shader code entrypoint
jmp(arg2);
align(16);
// Scan the shader code for call instructions and add them to the list of possible return PCs. We need to do this because the PICA callstack works
// Pretty weirdly
scanForCalls(shaderUnit);
// Compile every instruction in the shader
// This sounds horrible but the PICA instruction memory is tiny, and most of the time it's padded wtih nops that compile to nothing
recompilerPC = 0;
compileUntil(shaderUnit, PICAShader::maxInstructionCount);
}
void ShaderEmitter::scanForCalls(const PICAShader& shaderUnit) {
returnPCs.clear();
for (u32 i = 0; i < PICAShader::maxInstructionCount; i++) {
const u32 instruction = shaderUnit.loadedShader[i];
if (isCall(instruction)) {
const u32 num = instruction & 0xff; // Num of instructions to execute
const u32 dest = (instruction >> 10) & 0xfff; // Starting subroutine address
const u32 returnPC = num + dest; // Add them to get the return PC
returnPCs.push_back(returnPC);
}
}
}
void ShaderEmitter::compileUntil(const PICAShader& shaderUnit, u32 end) {
while (recompilerPC < end) {
compileInstruction(shaderUnit);
}
}
void ShaderEmitter::compileInstruction(const PICAShader& shaderUnit) {
// Write current location to label for this instruction
L(instructionLabels[recompilerPC]);
// Fetch instruction and inc PC
const u32 instruction = shaderUnit.loadedShader[recompilerPC++];
const u32 opcode = instruction >> 26;
switch (opcode) {
default:
Helpers::panic("ShaderJIT: Unimplemented PICA opcode %X", opcode);
}
}
#endif

View file

@ -203,7 +203,12 @@ void GPU::drawArrays() {
std::memcpy(&shaderUnit.vs.inputs[mapping], &currentAttributes[j], sizeof(vec4f));
}
shaderUnit.vs.run();
if constexpr (useShaderJIT) {
shaderJIT.run(shaderUnit.vs);
} else {
shaderUnit.vs.run();
}
std::memcpy(&vertices[i].position, &shaderUnit.vs.outputs[0], sizeof(vec4f));
std::memcpy(&vertices[i].colour, &shaderUnit.vs.outputs[1], sizeof(vec4f));
std::memcpy(&vertices[i].UVs, &shaderUnit.vs.outputs[2], 2 * sizeof(f24));