ShaderGen: Remove virtual methods from ShaderGeneratorInterface, move string buffer to ShaderCode
This fixes the crashes occuring at startup with a non-empty shader cache. Because LinearDiskCache reads/writes to the storage of ShaderUid, ShaderUid must be trivially copyable. Additionally, adds a static assert to LinearDiskCache to ensure this doesn't happen in the future. The initialization of ShaderUid data has been moved to the code generation functions, so the above condition holds true.
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066af14272
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617f9d9532
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@ -7,6 +7,7 @@
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#include <cstring>
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#include <cstring>
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#include <fstream>
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#include <fstream>
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#include <string>
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#include <string>
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#include <type_traits>
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#include "Common/CommonTypes.h"
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/FileUtil.h"
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@ -53,6 +54,15 @@ public:
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{
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{
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using std::ios_base;
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using std::ios_base;
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// Since we're reading/writing directly to the storage of K instances,
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// K must be trivially copyable. TODO: Remove #if once GCC 5.0 is a
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// minimum requirement.
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#if defined(__GNUC__) && !defined(__clang__) && __GNUC__ < 5
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static_assert(std::has_trivial_copy_constructor<K>::value, "K must be a trivially copyable type");
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#else
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static_assert(std::is_trivially_copyable<K>::value, "K must be a trivially copyable type");
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#endif
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// close any currently opened file
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// close any currently opened file
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Close();
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Close();
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m_num_entries = 0;
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m_num_entries = 0;
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@ -23,10 +23,6 @@ public:
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PixelShaderUid puid;
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PixelShaderUid puid;
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GeometryShaderUid guid;
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GeometryShaderUid guid;
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SHADERUID() {}
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SHADERUID(const SHADERUID& r) : vuid(r.vuid), puid(r.puid), guid(r.guid) {}
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bool operator <(const SHADERUID& r) const
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bool operator <(const SHADERUID& r) const
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{
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{
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if (puid < r.puid)
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if (puid < r.puid)
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@ -34,7 +34,9 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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geometry_shader_uid_data dummy_data;
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geometry_shader_uid_data dummy_data;
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geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
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geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
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if (uid_data == nullptr)
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if (uid_data != nullptr)
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memset(uid_data, 0, sizeof(*uid_data));
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else
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uid_data = &dummy_data;
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uid_data = &dummy_data;
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uid_data->primitive_type = primitive_type;
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uid_data->primitive_type = primitive_type;
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@ -168,7 +168,9 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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pixel_shader_uid_data dummy_data;
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pixel_shader_uid_data dummy_data;
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pixel_shader_uid_data* uid_data = out.template GetUidData<pixel_shader_uid_data>();
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pixel_shader_uid_data* uid_data = out.template GetUidData<pixel_shader_uid_data>();
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if (uid_data == nullptr)
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if (uid_data != nullptr)
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memset(uid_data, 0, sizeof(*uid_data));
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else
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uid_data = &dummy_data;
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uid_data = &dummy_data;
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unsigned int numStages = bpmem.genMode.numtevstages + 1;
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unsigned int numStages = bpmem.genMode.numtevstages + 1;
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@ -18,30 +18,23 @@
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#include "VideoCommon/XFMemory.h"
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#include "VideoCommon/XFMemory.h"
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/**
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/**
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* Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GeneratePixelShader)
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* Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GenerateGeometryShader, GeneratePixelShader)
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* In particular, this includes the shader code generator (ShaderCode).
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* In particular, this includes the shader code generator (ShaderCode).
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* A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
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* A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
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* More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management.
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* More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management.
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* Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks.
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* If the class does not use one or more of these methods (e.g. Uid class does not need code), the method will be defined as a no-op by the base class, and the call
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* should be optimized out. The reason for this implementation is so that shader selection/generation can be done in two passes, with only a cache lookup being
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* required if the shader has already been generated.
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*/
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*/
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class ShaderGeneratorInterface
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class ShaderGeneratorInterface
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{
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{
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public:
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public:
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virtual ~ShaderGeneratorInterface()
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{
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}
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/*
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* Returns a read pointer to the internal buffer.
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*/
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const std::string& GetBuffer() const { return m_buffer; }
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/*
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/*
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* Used when the shader generator would write a piece of ShaderCode.
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* Used when the shader generator would write a piece of ShaderCode.
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* Can be used like printf.
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* Can be used like printf.
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* @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter.
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* @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter.
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*/
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*/
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virtual void Write(const char*, ...)
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void Write(const char*, ...)
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#ifdef __GNUC__
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#ifdef __GNUC__
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__attribute__((format(printf, 2, 3)))
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__attribute__((format(printf, 2, 3)))
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#endif
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#endif
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@ -51,7 +44,7 @@ public:
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/*
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/*
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* Tells us that a specific constant range (including last_index) is being used by the shader
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* Tells us that a specific constant range (including last_index) is being used by the shader
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*/
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*/
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virtual void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
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void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
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/*
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/*
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* Returns a pointer to an internally stored object of the uid_data type.
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* Returns a pointer to an internally stored object of the uid_data type.
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@ -59,27 +52,19 @@ public:
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*/
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*/
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template<class uid_data>
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template<class uid_data>
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uid_data* GetUidData() { return nullptr; }
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uid_data* GetUidData() { return nullptr; }
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protected:
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std::string m_buffer;
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};
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};
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/**
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/*
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* Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
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* Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
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* uid_data can be any struct of parameters that uniquely identify each shader code output.
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* uid_data can be any struct of parameters that uniquely identify each shader code output.
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* Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
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* Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
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* Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union.
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* Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union.
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* NOTE: Because LinearDiskCache reads and writes the storage associated with a ShaderUid instance, ShaderUid must be trivially copyable.
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*/
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*/
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template<class uid_data>
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template<class uid_data>
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class ShaderUid : public ShaderGeneratorInterface
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class ShaderUid : public ShaderGeneratorInterface
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{
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{
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public:
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public:
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ShaderUid()
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{
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// TODO: Move to Shadergen => can be optimized out
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memset(values, 0, sizeof(values));
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}
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bool operator == (const ShaderUid& obj) const
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bool operator == (const ShaderUid& obj) const
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{
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{
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return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) == 0;
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return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) == 0;
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@ -119,7 +104,9 @@ public:
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m_buffer.reserve(16384);
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m_buffer.reserve(16384);
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}
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}
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void Write(const char* fmt, ...) override
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const std::string& GetBuffer() const { return m_buffer; }
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void Write(const char* fmt, ...)
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#ifdef __GNUC__
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#ifdef __GNUC__
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__attribute__((format(printf, 2, 3)))
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__attribute__((format(printf, 2, 3)))
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#endif
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#endif
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@ -129,6 +116,9 @@ public:
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m_buffer += StringFromFormatV(fmt, arglist);
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m_buffer += StringFromFormatV(fmt, arglist);
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va_end(arglist);
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va_end(arglist);
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}
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}
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protected:
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std::string m_buffer;
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};
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};
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/**
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/**
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@ -139,7 +129,7 @@ class ShaderConstantProfile : public ShaderGeneratorInterface
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public:
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public:
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ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); }
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ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); }
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void SetConstantsUsed(unsigned int first_index, unsigned int last_index) override
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void SetConstantsUsed(unsigned int first_index, unsigned int last_index)
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{
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{
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for (unsigned int i = first_index; i < last_index + 1; ++i)
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for (unsigned int i = first_index; i < last_index + 1; ++i)
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constant_usage[i] = true;
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constant_usage[i] = true;
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@ -151,6 +141,7 @@ public:
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return true;
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return true;
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//return constant_usage[index];
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//return constant_usage[index];
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}
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}
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private:
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private:
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std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
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std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
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};
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};
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@ -19,7 +19,9 @@ static T GenerateVertexShader(API_TYPE api_type)
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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vertex_shader_uid_data dummy_data;
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vertex_shader_uid_data dummy_data;
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vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
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vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
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if (uid_data == nullptr)
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if (uid_data != nullptr)
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memset(uid_data, 0, sizeof(*uid_data));
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else
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uid_data = &dummy_data;
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uid_data = &dummy_data;
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_assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
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_assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
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