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[Shader JIT] Add caching
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9 changed files with 77 additions and 5 deletions
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@ -89,6 +89,17 @@ protected:
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std::array<CallInfo, 4> callInfo;
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ShaderType type;
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// We use a hashmap for matching 3DS shaders to their equivalent compiled code in our shader cache in the shader JIT
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// We choose our hash type to be a 64-bit integer by default, as the collision chance is very tiny and generating it is decently optimal
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// Ideally we want to be able to support multiple different types of hash depending on compilation settings, but let's get this working first
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using Hash = u64;
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Hash lastCodeHash = 0; // Last hash computed for the shader code (Used for the JIT caching mechanism)
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Hash lastOpdescHash = 0; // Last hash computed for the operand descriptors (Also used for the JIT)
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bool codeHashDirty = false;
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bool opdescHashDirty = false;
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friend class ShaderJIT;
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private:
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@ -204,11 +215,15 @@ public:
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if (bufferIndex >= 4095) Helpers::panic("o no, shader upload overflew");
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bufferedShader[bufferIndex++] = word;
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bufferIndex &= 0xfff;
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codeHashDirty = true; // Signal the JIT if necessary that the program hash has potentially changed
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}
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void uploadDescriptor(u32 word) {
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operandDescriptors[opDescriptorIndex++] = word;
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opDescriptorIndex &= 0x7f;
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opdescHashDirty = true; // Signal the JIT if necessary that the program hash has potentially changed
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}
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void setFloatUniformIndex(u32 word) {
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@ -250,4 +265,7 @@ public:
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void run();
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void reset();
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Hash getCodeHash();
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Hash getOpdescHash();
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};
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