mirror of https://github.com/yuzu-mirror/yuzu
Merge pull request #2976 from FernandoS27/cache-fast-brx-rebased
Implement Fast BRX, fix TXQ and addapt the Shader Cache for itpull/8/head
commit
26f3e18c5c
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// Copyright 2019 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 <type_traits>
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "video_core/engines/shader_bytecode.h"
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#include "video_core/textures/texture.h"
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namespace Tegra::Engines {
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enum class ShaderType : u32 {
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Vertex = 0,
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TesselationControl = 1,
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TesselationEval = 2,
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Geometry = 3,
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Fragment = 4,
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Compute = 5,
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};
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struct SamplerDescriptor {
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union {
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BitField<0, 20, Tegra::Shader::TextureType> texture_type;
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BitField<20, 1, u32> is_array;
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BitField<21, 1, u32> is_buffer;
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BitField<22, 1, u32> is_shadow;
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u32 raw{};
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};
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bool operator==(const SamplerDescriptor& rhs) const noexcept {
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return raw == rhs.raw;
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}
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bool operator!=(const SamplerDescriptor& rhs) const noexcept {
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return !operator==(rhs);
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}
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static SamplerDescriptor FromTicTexture(Tegra::Texture::TextureType tic_texture_type) {
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SamplerDescriptor result;
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switch (tic_texture_type) {
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case Tegra::Texture::TextureType::Texture1D:
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result.texture_type.Assign(Tegra::Shader::TextureType::Texture1D);
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result.is_array.Assign(0);
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result.is_buffer.Assign(0);
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result.is_shadow.Assign(0);
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return result;
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case Tegra::Texture::TextureType::Texture2D:
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result.texture_type.Assign(Tegra::Shader::TextureType::Texture2D);
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result.is_array.Assign(0);
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result.is_buffer.Assign(0);
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result.is_shadow.Assign(0);
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return result;
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case Tegra::Texture::TextureType::Texture3D:
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result.texture_type.Assign(Tegra::Shader::TextureType::Texture3D);
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result.is_array.Assign(0);
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result.is_buffer.Assign(0);
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result.is_shadow.Assign(0);
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return result;
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case Tegra::Texture::TextureType::TextureCubemap:
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result.texture_type.Assign(Tegra::Shader::TextureType::TextureCube);
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result.is_array.Assign(0);
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result.is_buffer.Assign(0);
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result.is_shadow.Assign(0);
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return result;
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case Tegra::Texture::TextureType::Texture1DArray:
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result.texture_type.Assign(Tegra::Shader::TextureType::Texture1D);
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result.is_array.Assign(1);
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result.is_buffer.Assign(0);
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result.is_shadow.Assign(0);
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return result;
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case Tegra::Texture::TextureType::Texture2DArray:
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result.texture_type.Assign(Tegra::Shader::TextureType::Texture2D);
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result.is_array.Assign(1);
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result.is_buffer.Assign(0);
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result.is_shadow.Assign(0);
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return result;
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case Tegra::Texture::TextureType::Texture1DBuffer:
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result.texture_type.Assign(Tegra::Shader::TextureType::Texture1D);
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result.is_array.Assign(0);
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result.is_buffer.Assign(1);
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result.is_shadow.Assign(0);
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return result;
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case Tegra::Texture::TextureType::Texture2DNoMipmap:
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result.texture_type.Assign(Tegra::Shader::TextureType::Texture2D);
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result.is_array.Assign(0);
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result.is_buffer.Assign(0);
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result.is_shadow.Assign(0);
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return result;
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case Tegra::Texture::TextureType::TextureCubeArray:
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result.texture_type.Assign(Tegra::Shader::TextureType::TextureCube);
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result.is_array.Assign(1);
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result.is_buffer.Assign(0);
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result.is_shadow.Assign(0);
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return result;
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default:
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result.texture_type.Assign(Tegra::Shader::TextureType::Texture2D);
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result.is_array.Assign(0);
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result.is_buffer.Assign(0);
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result.is_shadow.Assign(0);
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return result;
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}
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}
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};
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static_assert(std::is_trivially_copyable_v<SamplerDescriptor>);
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class ConstBufferEngineInterface {
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public:
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virtual ~ConstBufferEngineInterface() = default;
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virtual u32 AccessConstBuffer32(ShaderType stage, u64 const_buffer, u64 offset) const = 0;
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virtual SamplerDescriptor AccessBoundSampler(ShaderType stage, u64 offset) const = 0;
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virtual SamplerDescriptor AccessBindlessSampler(ShaderType stage, u64 const_buffer,
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u64 offset) const = 0;
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virtual u32 GetBoundBuffer() const = 0;
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};
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} // namespace Tegra::Engines
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// Copyright 2019 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 <algorithm>
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#include <memory>
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/shader/const_buffer_locker.h"
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namespace VideoCommon::Shader {
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using Tegra::Engines::SamplerDescriptor;
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ConstBufferLocker::ConstBufferLocker(Tegra::Engines::ShaderType shader_stage)
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: stage{shader_stage} {}
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ConstBufferLocker::ConstBufferLocker(Tegra::Engines::ShaderType shader_stage,
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Tegra::Engines::ConstBufferEngineInterface& engine)
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: stage{shader_stage}, engine{&engine} {}
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ConstBufferLocker::~ConstBufferLocker() = default;
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std::optional<u32> ConstBufferLocker::ObtainKey(u32 buffer, u32 offset) {
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const std::pair<u32, u32> key = {buffer, offset};
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const auto iter = keys.find(key);
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if (iter != keys.end()) {
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return iter->second;
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}
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if (!engine) {
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return std::nullopt;
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}
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const u32 value = engine->AccessConstBuffer32(stage, buffer, offset);
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keys.emplace(key, value);
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return value;
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}
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std::optional<SamplerDescriptor> ConstBufferLocker::ObtainBoundSampler(u32 offset) {
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const u32 key = offset;
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const auto iter = bound_samplers.find(key);
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if (iter != bound_samplers.end()) {
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return iter->second;
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}
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if (!engine) {
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return std::nullopt;
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}
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const SamplerDescriptor value = engine->AccessBoundSampler(stage, offset);
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bound_samplers.emplace(key, value);
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return value;
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}
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std::optional<Tegra::Engines::SamplerDescriptor> ConstBufferLocker::ObtainBindlessSampler(
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u32 buffer, u32 offset) {
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const std::pair key = {buffer, offset};
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const auto iter = bindless_samplers.find(key);
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if (iter != bindless_samplers.end()) {
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return iter->second;
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}
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if (!engine) {
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return std::nullopt;
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}
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const SamplerDescriptor value = engine->AccessBindlessSampler(stage, buffer, offset);
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bindless_samplers.emplace(key, value);
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return value;
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}
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void ConstBufferLocker::InsertKey(u32 buffer, u32 offset, u32 value) {
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keys.insert_or_assign({buffer, offset}, value);
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}
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void ConstBufferLocker::InsertBoundSampler(u32 offset, SamplerDescriptor sampler) {
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bound_samplers.insert_or_assign(offset, sampler);
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}
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void ConstBufferLocker::InsertBindlessSampler(u32 buffer, u32 offset, SamplerDescriptor sampler) {
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bindless_samplers.insert_or_assign({buffer, offset}, sampler);
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}
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bool ConstBufferLocker::IsConsistent() const {
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if (!engine) {
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return false;
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}
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return std::all_of(keys.begin(), keys.end(),
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[this](const auto& pair) {
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const auto [cbuf, offset] = pair.first;
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const auto value = pair.second;
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return value == engine->AccessConstBuffer32(stage, cbuf, offset);
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}) &&
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std::all_of(bound_samplers.begin(), bound_samplers.end(),
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[this](const auto& sampler) {
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const auto [key, value] = sampler;
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return value == engine->AccessBoundSampler(stage, key);
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}) &&
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std::all_of(bindless_samplers.begin(), bindless_samplers.end(),
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[this](const auto& sampler) {
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const auto [cbuf, offset] = sampler.first;
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const auto value = sampler.second;
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return value == engine->AccessBindlessSampler(stage, cbuf, offset);
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});
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}
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bool ConstBufferLocker::HasEqualKeys(const ConstBufferLocker& rhs) const {
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return keys == rhs.keys && bound_samplers == rhs.bound_samplers &&
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bindless_samplers == rhs.bindless_samplers;
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}
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} // namespace VideoCommon::Shader
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// Copyright 2019 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 <unordered_map>
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#include "common/common_types.h"
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#include "common/hash.h"
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#include "video_core/engines/const_buffer_engine_interface.h"
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namespace VideoCommon::Shader {
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using KeyMap = std::unordered_map<std::pair<u32, u32>, u32, Common::PairHash>;
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using BoundSamplerMap = std::unordered_map<u32, Tegra::Engines::SamplerDescriptor>;
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using BindlessSamplerMap =
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std::unordered_map<std::pair<u32, u32>, Tegra::Engines::SamplerDescriptor, Common::PairHash>;
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/**
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* The ConstBufferLocker is a class use to interface the 3D and compute engines with the shader
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* compiler. with it, the shader can obtain required data from GPU state and store it for disk
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* shader compilation.
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**/
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class ConstBufferLocker {
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public:
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explicit ConstBufferLocker(Tegra::Engines::ShaderType shader_stage);
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explicit ConstBufferLocker(Tegra::Engines::ShaderType shader_stage,
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Tegra::Engines::ConstBufferEngineInterface& engine);
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~ConstBufferLocker();
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/// Retrieves a key from the locker, if it's registered, it will give the registered value, if
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/// not it will obtain it from maxwell3d and register it.
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std::optional<u32> ObtainKey(u32 buffer, u32 offset);
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std::optional<Tegra::Engines::SamplerDescriptor> ObtainBoundSampler(u32 offset);
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std::optional<Tegra::Engines::SamplerDescriptor> ObtainBindlessSampler(u32 buffer, u32 offset);
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/// Inserts a key.
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void InsertKey(u32 buffer, u32 offset, u32 value);
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/// Inserts a bound sampler key.
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void InsertBoundSampler(u32 offset, Tegra::Engines::SamplerDescriptor sampler);
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/// Inserts a bindless sampler key.
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void InsertBindlessSampler(u32 buffer, u32 offset, Tegra::Engines::SamplerDescriptor sampler);
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/// Checks keys and samplers against engine's current const buffers. Returns true if they are
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/// the same value, false otherwise;
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bool IsConsistent() const;
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/// Returns true if the keys are equal to the other ones in the locker.
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bool HasEqualKeys(const ConstBufferLocker& rhs) const;
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/// Gives an getter to the const buffer keys in the database.
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const KeyMap& GetKeys() const {
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return keys;
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}
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/// Gets samplers database.
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const BoundSamplerMap& GetBoundSamplers() const {
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return bound_samplers;
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}
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/// Gets bindless samplers database.
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const BindlessSamplerMap& GetBindlessSamplers() const {
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return bindless_samplers;
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}
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private:
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const Tegra::Engines::ShaderType stage;
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Tegra::Engines::ConstBufferEngineInterface* engine = nullptr;
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KeyMap keys;
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BoundSamplerMap bound_samplers;
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BindlessSamplerMap bindless_samplers;
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};
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} // namespace VideoCommon::Shader
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