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[video_core/engines/maxwell3d] memory inline DrawState to reduce indirection on hot paths (#3758)
usual indirection removal helps very slightly to codegen the idea is basically to reduce the amount of pointer deference overall in the code, and use idiomatic std::variant<>-isms to not rely on vtables/unique_ptr overhead this should allow the compiler to emit better code of course it's a tiny optimisation and only CPU side, but allows us to reduce indirection which is almost always a good thing "but youre passing more parameters to the function!!!" its literally memoized into a register my friend Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3758 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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15 changed files with 231 additions and 351 deletions
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@ -245,7 +245,7 @@ void RasterizerOpenGL::PrepareDraw(bool is_indexed, Func&& draw_func) {
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SyncState();
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const auto& draw_state = maxwell3d->draw_manager->GetDrawState();
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const auto& draw_state = maxwell3d->draw_manager.draw_state;
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const GLenum primitive_mode = MaxwellToGL::PrimitiveTopology(draw_state.topology);
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BeginTransformFeedback(pipeline, primitive_mode);
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@ -260,12 +260,12 @@ void RasterizerOpenGL::PrepareDraw(bool is_indexed, Func&& draw_func) {
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void RasterizerOpenGL::Draw(bool is_indexed, u32 instance_count) {
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PrepareDraw(is_indexed, [this, is_indexed, instance_count](GLenum primitive_mode) {
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const auto& draw_state = maxwell3d->draw_manager->GetDrawState();
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const GLuint base_instance = static_cast<GLuint>(draw_state.base_instance);
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const GLsizei num_instances = static_cast<GLsizei>(instance_count);
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const auto& draw_state = maxwell3d->draw_manager.draw_state;
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const GLuint base_instance = GLuint(draw_state.base_instance);
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const GLsizei num_instances = GLsizei(instance_count);
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if (is_indexed) {
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const GLint base_vertex = static_cast<GLint>(draw_state.base_index);
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const GLsizei num_vertices = static_cast<GLsizei>(draw_state.index_buffer.count);
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const GLint base_vertex = GLint(draw_state.base_index);
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const GLsizei num_vertices = GLsizei(draw_state.index_buffer.count);
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const GLvoid* const offset = buffer_cache_runtime.IndexOffset();
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const GLenum format = MaxwellToGL::IndexFormat(draw_state.index_buffer.format);
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if (num_instances == 1 && base_instance == 0 && base_vertex == 0) {
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@ -302,7 +302,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, u32 instance_count) {
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}
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void RasterizerOpenGL::DrawIndirect() {
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const auto& params = maxwell3d->draw_manager->GetIndirectParams();
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const auto& params = maxwell3d->draw_manager.indirect_state;
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buffer_cache.SetDrawIndirect(¶ms);
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PrepareDraw(params.is_indexed, [this, ¶ms](GLenum primitive_mode) {
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if (params.is_byte_count) {
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@ -358,12 +358,12 @@ void RasterizerOpenGL::DrawTexture() {
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SyncState();
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const auto& draw_texture_state = maxwell3d->draw_manager->GetDrawTextureState();
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const auto& draw_texture_state = maxwell3d->draw_manager.draw_texture_state;
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const auto& sampler = texture_cache.GetGraphicsSampler(draw_texture_state.src_sampler);
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const auto& texture = texture_cache.GetImageView(draw_texture_state.src_texture);
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const auto Scale = [&](auto dim) -> s32 {
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return Settings::values.resolution_info.ScaleUp(static_cast<s32>(dim));
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return Settings::values.resolution_info.ScaleUp(s32(dim));
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};
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Region2D dst_region = {
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@ -25,7 +25,7 @@
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#include "shader_recompiler/frontend/maxwell/control_flow.h"
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#include "shader_recompiler/frontend/maxwell/translate_program.h"
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#include "shader_recompiler/profile.h"
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#include "video_core/engines/draw_manager.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/engines/kepler_compute.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/memory_manager.h"
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@ -357,7 +357,7 @@ GraphicsPipeline* ShaderCache::CurrentGraphicsPipeline() {
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const auto& regs{maxwell3d->regs};
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graphics_key.raw = 0;
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graphics_key.early_z.Assign(regs.mandated_early_z != 0 ? 1 : 0);
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graphics_key.gs_input_topology.Assign(maxwell3d->draw_manager->GetDrawState().topology);
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graphics_key.gs_input_topology.Assign(maxwell3d->draw_manager.draw_state.topology);
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graphics_key.tessellation_primitive.Assign(regs.tessellation.params.domain_type.Value());
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graphics_key.tessellation_spacing.Assign(regs.tessellation.params.spacing.Value());
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graphics_key.tessellation_clockwise.Assign(
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@ -397,7 +397,7 @@ GraphicsPipeline* ShaderCache::BuiltPipeline(GraphicsPipeline* pipeline) const n
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// If games are using a small index count, we can assume these are full screen quads.
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// Usually these shaders are only used once for building textures so we can assume they
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// can't be built async
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const auto& draw_state = maxwell3d->draw_manager->GetDrawState();
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const auto& draw_state = maxwell3d->draw_manager.draw_state;
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if (draw_state.index_buffer.count <= 6 || draw_state.vertex_buffer.count <= 6) {
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return pipeline;
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}
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