diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/video_core/command_processor.cpp | 151 |
1 files changed, 89 insertions, 62 deletions
diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index 36c3b9947..243abe842 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -206,88 +206,115 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { std::map<u32, u32> ranges; } memory_accesses; + // Simple circular-replacement vertex cache + // The size has been tuned for optimal balance between hit-rate and the cost of lookup + const size_t VERTEX_CACHE_SIZE = 32; + std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids; + std::array<VertexShader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache; + + unsigned int vertex_cache_pos = 0; + vertex_cache_ids.fill(-1); + for (unsigned int index = 0; index < regs.num_vertices; ++index) { unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index; + // -1 is a common special value used for primitive restart. Since it's unknown if + // the PICA supports it, and it would mess up the caching, guard against it here. + ASSERT(vertex != -1); + + bool vertex_cache_hit = false; + VertexShader::OutputVertex output; + if (is_indexed) { - // TODO: Implement some sort of vertex cache! if (g_debug_context && Pica::g_debug_context->recorder) { int size = index_u16 ? 2 : 1; memory_accesses.AddAccess(base_address + index_info.offset + size * index, size); } + + for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) { + if (vertex == vertex_cache_ids[i]) { + output = vertex_cache[i]; + vertex_cache_hit = true; + break; + } + } } - // Initialize data for the current vertex - VertexShader::InputVertex input; - - for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { - if (vertex_attribute_elements[i] != 0) { - // Default attribute values set if array elements have < 4 components. This - // is *not* carried over from the default attribute settings even if they're - // enabled for this attribute. - static const float24 zero = float24::FromFloat32(0.0f); - static const float24 one = float24::FromFloat32(1.0f); - input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one); - - // Load per-vertex data from the loader arrays - for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { - u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]; - const u8* srcdata = Memory::GetPhysicalPointer(source_addr); - - if (g_debug_context && Pica::g_debug_context->recorder) { - memory_accesses.AddAccess(source_addr, - (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4 - : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1); + if (!vertex_cache_hit) { + // Initialize data for the current vertex + VertexShader::InputVertex input; + + for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { + if (vertex_attribute_elements[i] != 0) { + // Default attribute values set if array elements have < 4 components. This + // is *not* carried over from the default attribute settings even if they're + // enabled for this attribute. + static const float24 zero = float24::FromFloat32(0.0f); + static const float24 one = float24::FromFloat32(1.0f); + input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one); + + // Load per-vertex data from the loader arrays + for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { + u32 source_addr = vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]; + const u8* srcdata = Memory::GetPhysicalPointer(source_addr); + + if (g_debug_context && Pica::g_debug_context->recorder) { + memory_accesses.AddAccess(source_addr, + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4 + : (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1); + } + + const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata : + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata : + (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata : + *(float*)srcdata; + + input.attr[i][comp] = float24::FromFloat32(srcval); + LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f", + comp, i, vertex, index, + attribute_config.GetPhysicalBaseAddress(), + vertex_attribute_sources[i] - base_address, + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], + input.attr[i][comp].ToFloat32()); } - - const float srcval = (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *(s8*)srcdata : - (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *(u8*)srcdata : - (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *(s16*)srcdata : - *(float*)srcdata; - - input.attr[i][comp] = float24::FromFloat32(srcval); - LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08lx + 0x%04lx: %f", - comp, i, vertex, index, - attribute_config.GetPhysicalBaseAddress(), - vertex_attribute_sources[i] - base_address, - vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i], - input.attr[i][comp].ToFloat32()); + } else if (attribute_config.IsDefaultAttribute(i)) { + // Load the default attribute if we're configured to do so + input.attr[i] = g_state.vs.default_attributes[i]; + LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", + i, vertex, index, + input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), + input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); + } else { + // TODO(yuriks): In this case, no data gets loaded and the vertex + // remains with the last value it had. This isn't currently maintained + // as global state, however, and so won't work in Citra yet. } - } else if (attribute_config.IsDefaultAttribute(i)) { - // Load the default attribute if we're configured to do so - input.attr[i] = g_state.vs.default_attributes[i]; - LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", - i, vertex, index, - input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), - input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); - } else { - // TODO(yuriks): In this case, no data gets loaded and the vertex remains - // with the last value it had. This isn't currently maintained - // as global state, however, and so won't work in Cita yet. } - } - if (g_debug_context) - g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input); + if (g_debug_context) + g_debug_context->OnEvent(DebugContext::Event::VertexLoaded, (void*)&input); #if PICA_DUMP_GEOMETRY - // NOTE: When dumping geometry, we simply assume that the first input attribute - // corresponds to the position for now. - DebugUtils::GeometryDumper::Vertex dumped_vertex = { - input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32() - }; - using namespace std::placeholders; - dumping_primitive_assembler.SubmitVertex(dumped_vertex, - std::bind(&DebugUtils::GeometryDumper::AddTriangle, - &geometry_dumper, _1, _2, _3)); + // NOTE: When dumping geometry, we simply assume that the first input attribute + // corresponds to the position for now. + DebugUtils::GeometryDumper::Vertex dumped_vertex = { + input.attr[0][0].ToFloat32(), input.attr[0][1].ToFloat32(), input.attr[0][2].ToFloat32() + }; + using namespace std::placeholders; + dumping_primitive_assembler.SubmitVertex(dumped_vertex, + std::bind(&DebugUtils::GeometryDumper::AddTriangle, + &geometry_dumper, _1, _2, _3)); #endif - // Send to vertex shader - VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs); + // Send to vertex shader + output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs); - if (is_indexed) { - // TODO: Add processed vertex to vertex cache! + if (is_indexed) { + vertex_cache[vertex_cache_pos] = output; + vertex_cache_ids[vertex_cache_pos] = vertex; + vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE; + } } if (Settings::values.use_hw_renderer) { |