Removing fetch consts from state data.
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2a082ff242
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56a04592d5
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@ -1646,7 +1646,8 @@ CommandProcessor::UpdateStatus CommandProcessor::UpdateViewportState(
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state_data->window_offset.x = float(window_offset & 0x7FFF);
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state_data->window_offset.y = float((window_offset >> 16) & 0x7FFF);
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} else {
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state_data->window_offset.x = state_data->window_offset.y = 0;
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state_data->window_offset.x = 0;
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state_data->window_offset.y = 0;
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}
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uint32_t window_scissor_tl = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32;
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uint32_t window_scissor_br = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32;
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@ -1986,10 +1987,13 @@ CommandProcessor::UpdateStatus CommandProcessor::UpdateConstants(
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// down on state block sizes.
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// Copy over all constants.
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std::memcpy(&state_data->float_consts,
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®s[XE_GPU_REG_SHADER_CONSTANT_000_X].f32,
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sizeof(state_data->float_consts));
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std::memcpy(
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&state_data->float_consts, ®s[XE_GPU_REG_SHADER_CONSTANT_000_X].f32,
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sizeof(state_data->float_consts) + sizeof(state_data->fetch_consts) +
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sizeof(state_data->loop_consts) + sizeof(state_data->bool_consts));
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&state_data->bool_consts,
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®s[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031].f32,
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sizeof(state_data->bool_consts) + sizeof(state_data->loop_consts));
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return UpdateStatus::kCompatible;
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}
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@ -50,8 +50,8 @@ struct UniformDataBlock {
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};
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};
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float4 window_offset; // tx,ty,sx,sy
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float4 window_scissor; // x0,y0,x1,y1
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float4 window_offset; // tx,ty,sx,sy
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float4 window_scissor; // x0,y0,x1,y1
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float4 vtx_fmt;
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float4 viewport_offset; // tx,ty,tz,?
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float4 viewport_scale; // sx,sy,sz,?
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@ -59,21 +59,22 @@ struct UniformDataBlock {
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float4 alpha_test; // alpha test enable, func, ref, ?
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// TODO(benvanik): overlay with fetch_consts below?
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// TODO(benvanik): pack tightly
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uint64_t texture_samplers[32];
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// Register data from 0x4000 to 0x4927.
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// SHADER_CONSTANT_000_X...
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float4 float_consts[512];
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// SHADER_CONSTANT_FETCH_00_0...
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uint32_t fetch_consts[32 * 6];
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// SHADER_CONSTANT_BOOL_000_031...
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int32_t bool_consts[8];
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// SHADER_CONSTANT_LOOP_00...
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int32_t loop_consts[32];
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// UpdateConstants relies on the packing of these.
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struct {
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// SHADER_CONSTANT_000_X...
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float4 float_consts[512];
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// SHADER_CONSTANT_FETCH_00_0 is omitted
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// SHADER_CONSTANT_BOOL_000_031...
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int32_t bool_consts[8];
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// SHADER_CONSTANT_LOOP_00...
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int32_t loop_consts[32];
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};
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};
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static_assert(sizeof(UniformDataBlock) <= 16 * 1024,
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"Need <=16k uniform data");
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static_assert(sizeof(UniformDataBlock) <= 16 * 1024, "Need <=16k uniform data");
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// TODO(benvanik): move more of the enums in here?
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struct DrawCommand {
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@ -103,6 +104,7 @@ struct DrawCommand {
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SamplerInput vertex_shader_samplers[32];
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SamplerInput pixel_shader_samplers[32];
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// NOTE: do not read from this - the mapped memory is likely write combined.
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UniformDataBlock* state_data;
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};
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