mirror of https://github.com/yuzu-mirror/yuzu
shader: Add pools and rename files
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be94ee88d2
commit
16cb00c521
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "shader_recompiler/frontend/ir/microinstruction.h"
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#include "shader_recompiler/frontend/ir/program.h"
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namespace Shader::Backend::SPIRV {
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class EmitSPIRV {
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public:
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private:
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// Microinstruction emitters
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#define OPCODE(name, result_type, ...) void Emit##name(EmitContext& ctx, IR::Inst* inst);
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#include "shader_recompiler/frontend/ir/opcodes.inc"
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#undef OPCODE
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};
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} // namespace Shader::Backend::SPIRV
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <map>
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#include <string>
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#include <fmt/format.h>
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#include "shader_recompiler/frontend/ir/function.h"
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#include "shader_recompiler/frontend/ir/program.h"
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namespace Shader::IR {
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std::string DumpProgram(const Program& program) {
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size_t index{0};
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std::map<const IR::Inst*, size_t> inst_to_index;
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std::map<const IR::Block*, size_t> block_to_index;
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for (const IR::Function& function : program.functions) {
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for (const IR::Block* const block : function.blocks) {
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block_to_index.emplace(block, index);
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++index;
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}
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}
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std::string ret;
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for (const IR::Function& function : program.functions) {
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ret += fmt::format("Function\n");
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for (const auto& block : function.blocks) {
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ret += IR::DumpBlock(*block, block_to_index, inst_to_index, index) + '\n';
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}
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}
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return ret;
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}
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} // namespace Shader::IR
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include <boost/container/small_vector.hpp>
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#include "shader_recompiler/frontend/ir/function.h"
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namespace Shader::IR {
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struct Program {
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boost::container::small_vector<Function, 1> functions;
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};
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[[nodiscard]] std::string DumpProgram(const Program& program);
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} // namespace Shader::IR
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <type_traits>
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namespace Shader {
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template <typename T, size_t chunk_size = 8192>
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requires std::is_destructible_v<T> class ObjectPool {
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public:
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~ObjectPool() {
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std::unique_ptr<Chunk> tree_owner;
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Chunk* chunk{&root};
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while (chunk) {
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for (size_t obj_id = chunk->free_objects; obj_id < chunk_size; ++obj_id) {
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chunk->storage[obj_id].object.~T();
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}
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tree_owner = std::move(chunk->next);
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chunk = tree_owner.get();
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}
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}
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template <typename... Args>
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requires std::is_constructible_v<T, Args...> [[nodiscard]] T* Create(Args&&... args) {
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return std::construct_at(Memory(), std::forward<Args>(args)...);
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}
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void ReleaseContents() {
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Chunk* chunk{&root};
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if (chunk) {
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const size_t free_objects{chunk->free_objects};
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if (free_objects == chunk_size) {
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break;
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}
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chunk->free_objects = chunk_size;
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for (size_t obj_id = free_objects; obj_id < chunk_size; ++obj_id) {
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chunk->storage[obj_id].object.~T();
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}
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chunk = chunk->next.get();
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}
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node = &root;
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}
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private:
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struct NonTrivialDummy {
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NonTrivialDummy() noexcept {}
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};
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union Storage {
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Storage() noexcept {}
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~Storage() noexcept {}
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NonTrivialDummy dummy{};
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T object;
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};
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struct Chunk {
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size_t free_objects = chunk_size;
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std::array<Storage, chunk_size> storage;
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std::unique_ptr<Chunk> next;
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};
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[[nodiscard]] T* Memory() {
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Chunk* const chunk{FreeChunk()};
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return &chunk->storage[--chunk->free_objects].object;
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}
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[[nodiscard]] Chunk* FreeChunk() {
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if (node->free_objects > 0) {
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return node;
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}
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if (node->next) {
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node = node->next.get();
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return node;
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}
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node->next = std::make_unique<Chunk>();
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node = node->next.get();
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return node;
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}
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Chunk* node{&root};
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Chunk root;
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};
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} // namespace Shader
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