Boolean and Integer constants are used in d3d9 for flow control.
Boolean are used for if/then/else and Integer constants
for loops.
The compilers can generate better code if these values are known
at compilation.
I haven't met so far a game that would change the values of these
constants frequently (and when they do, they set to the values used
for the previous draw call, and thus the changes get filtered out).
Thus it makes sense to inline these constants and recompile the shaders.
The commit sets a bound to the number of variants for a given shader
to avoid too many shaders to be generated.
One drawback is it means more shader compilations. It would probably
make sense to compile these shaders asynchronously or let the user
control the behaviour with an env var, but this is not done here.
The games I tested hit very few shader variants, and the performance
impact was negligible, but it could help for games with uber shaders.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
This->driver_caps.ps_integer = pScreen->get_shader_param(pScreen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_INTEGERS);
This->driver_caps.offset_units_unscaled = GET_PCAP(POLYGON_OFFSET_UNITS_UNSCALED);
+ /* Code would be needed when integers are not available to correctly
+ * handle the conversion of integer constants */
+ This->context.inline_constants = This->driver_caps.vs_integer && This->driver_caps.ps_integer;
+
nine_ff_init(This); /* initialize fixed function code */
NineDevice9_SetDefaultState(This, FALSE);
info->position_t = FALSE;
info->point_size = FALSE;
+ memset(info->int_slots_used, 0, sizeof(info->int_slots_used));
+ memset(info->bool_slots_used, 0, sizeof(info->bool_slots_used));
+
tx->info->const_float_slots = 0;
tx->info->const_int_slots = 0;
tx->info->const_bool_slots = 0;
if (tx->mul_zero_wins)
ureg_property(tx->ureg, TGSI_PROPERTY_MUL_ZERO_WINS, 1);
+ /* Add additional definition of constants */
+ if (info->add_constants_defs.c_combination) {
+ unsigned i;
+
+ assert(info->add_constants_defs.int_const_added);
+ assert(info->add_constants_defs.bool_const_added);
+ /* We only add constants that are used by the shader
+ * and that are not defined in the shader */
+ for (i = 0; i < NINE_MAX_CONST_I; ++i) {
+ if ((*info->add_constants_defs.int_const_added)[i]) {
+ DBG("Defining const i%i : { %i %i %i %i }\n", i,
+ info->add_constants_defs.c_combination->const_i[i][0],
+ info->add_constants_defs.c_combination->const_i[i][1],
+ info->add_constants_defs.c_combination->const_i[i][2],
+ info->add_constants_defs.c_combination->const_i[i][3]);
+ tx_set_lconsti(tx, i, info->add_constants_defs.c_combination->const_i[i]);
+ }
+ }
+ for (i = 0; i < NINE_MAX_CONST_B; ++i) {
+ if ((*info->add_constants_defs.bool_const_added)[i]) {
+ DBG("Defining const b%i : %i\n", i, (int)(info->add_constants_defs.c_combination->const_b[i] != 0));
+ tx_set_lconstb(tx, i, info->add_constants_defs.c_combination->const_b[i]);
+ }
+ }
+ }
+
while (!sm1_parse_eof(tx) && !tx->failure)
sm1_parse_instruction(tx);
tx->parse++; /* for byte_size */
#include "d3d9caps.h"
#include "nine_defines.h"
#include "nine_helpers.h"
+#include "nine_state.h"
#include "pipe/p_state.h" /* PIPE_MAX_ATTRIBS */
#include "util/u_memory.h"
float *data;
};
+struct nine_shader_constant_combination;
+
struct nine_shader_info
{
unsigned type; /* in, PIPE_SHADER_x */
unsigned const_b_base; /* in vec4 (16 byte) units */
unsigned const_used_size;
+ boolean int_slots_used[NINE_MAX_CONST_I];
+ boolean bool_slots_used[NINE_MAX_CONST_B];
+
unsigned const_float_slots;
unsigned const_int_slots;
unsigned const_bool_slots;
struct nine_lconstf lconstf; /* out, NOTE: members to be free'd by user */
uint8_t bumpenvmat_needed;
+ struct {
+ struct nine_shader_constant_combination* c_combination;
+ boolean (*int_const_added)[NINE_MAX_CONST_I];
+ boolean (*bool_const_added)[NINE_MAX_CONST_B];
+ } add_constants_defs;
+
boolean swvp_on;
boolean process_vertices;
static inline void
nine_info_mark_const_i_used(struct nine_shader_info *info, int idx)
{
+ if (!info->swvp_on)
+ info->int_slots_used[idx] = TRUE;
if (info->const_int_slots < (idx + 1))
info->const_int_slots = idx + 1;
}
static inline void
nine_info_mark_const_b_used(struct nine_shader_info *info, int idx)
{
+ if (!info->swvp_on)
+ info->bool_slots_used[idx] = TRUE;
if (info->const_bool_slots < (idx + 1))
info->const_bool_slots = idx + 1;
}
nine_bind(&list->vdecl, NULL);
}
+struct nine_shader_constant_combination
+{
+ struct nine_shader_constant_combination *next;
+ int const_i[NINE_MAX_CONST_I][4];
+ BOOL const_b[NINE_MAX_CONST_B];
+};
+
+#define NINE_MAX_CONSTANT_COMBINATION_VARIANTS 32
+
+static inline uint8_t
+nine_shader_constant_combination_key(struct nine_shader_constant_combination **list,
+ boolean *int_slots_used,
+ boolean *bool_slots_used,
+ int *const_i,
+ BOOL *const_b)
+{
+ int i;
+ uint8_t index = 0;
+ boolean match;
+ struct nine_shader_constant_combination **next_allocate = list, *current = *list;
+
+ assert(int_slots_used);
+ assert(bool_slots_used);
+ assert(const_i);
+ assert(const_b);
+
+ while (current) {
+ index++; /* start at 1. 0 is for the variant without constant replacement */
+ match = TRUE;
+ for (i = 0; i < NINE_MAX_CONST_I; ++i) {
+ if (int_slots_used[i])
+ match &= !memcmp(const_i + 4*i, current->const_i[i], sizeof(current->const_i[0]));
+ }
+ for (i = 0; i < NINE_MAX_CONST_B; ++i) {
+ if (bool_slots_used[i])
+ match &= const_b[i] == current->const_b[i];
+ }
+ if (match)
+ return index;
+ next_allocate = ¤t->next;
+ current = current->next;
+ }
+
+ if (index < NINE_MAX_CONSTANT_COMBINATION_VARIANTS) {
+ *next_allocate = MALLOC_STRUCT(nine_shader_constant_combination);
+ current = *next_allocate;
+ index++;
+ current->next = NULL;
+ memcpy(current->const_i, const_i, sizeof(current->const_i));
+ memcpy(current->const_b, const_b, sizeof(current->const_b));
+ return index;
+ }
+
+ return 0; /* Too many variants, revert to no replacement */
+}
+
+static inline struct nine_shader_constant_combination *
+nine_shader_constant_combination_get(struct nine_shader_constant_combination *list, uint8_t index)
+{
+ if (index == 0)
+ return NULL;
+ while (index) {
+ assert(list != NULL);
+ index--;
+ if (index == 0)
+ return list;
+ list = list->next;
+ }
+ assert(FALSE);
+ return NULL;
+}
+
+static inline void
+nine_shader_constant_combination_free(struct nine_shader_constant_combination *list)
+{
+ if (!list)
+ return;
+
+ while (list->next) {
+ struct nine_shader_constant_combination *ptr = list->next;
+ list->next = ptr->next;
+ FREE(ptr);
+ }
+
+ FREE(list);
+}
+
#endif /* _NINE_SHADER_H_ */
}
context->changed.vs_const_i = TRUE;
- context->changed.group |= NINE_STATE_VS_CONST;
+ context->changed.group |= NINE_STATE_VS_CONST | NINE_STATE_VS_PARAMS_MISC;
}
CSMT_ITEM_NO_WAIT(nine_context_set_vertex_shader_constant_b,
context->vs_const_b[StartRegister + i] = pConstantData[i] ? bool_true : 0;
context->changed.vs_const_b = TRUE;
- context->changed.group |= NINE_STATE_VS_CONST;
+ context->changed.group |= NINE_STATE_VS_CONST | NINE_STATE_VS_PARAMS_MISC;
}
CSMT_ITEM_NO_WAIT(nine_context_set_pixel_shader,
Vector4iCount * sizeof(context->ps_const_i[0]));
context->changed.ps_const_i = TRUE;
- context->changed.group |= NINE_STATE_PS_CONST;
+ context->changed.group |= NINE_STATE_PS_CONST | NINE_STATE_PS_PARAMS_MISC;
}
CSMT_ITEM_NO_WAIT(nine_context_set_pixel_shader_constant_i,
}
}
context->changed.ps_const_i = TRUE;
- context->changed.group |= NINE_STATE_PS_CONST;
+ context->changed.group |= NINE_STATE_PS_CONST | NINE_STATE_PS_PARAMS_MISC;
}
CSMT_ITEM_NO_WAIT(nine_context_set_pixel_shader_constant_b,
context->ps_const_b[StartRegister + i] = pConstantData[i] ? bool_true : 0;
context->changed.ps_const_b = TRUE;
- context->changed.group |= NINE_STATE_PS_CONST;
+ context->changed.group |= NINE_STATE_PS_CONST | NINE_STATE_PS_PARAMS_MISC;
}
/* XXX: use resource, as resource might change */
int dummy_vbo_bound_at; /* -1 = not bound , >= 0 = bound index */
boolean vbo_bound_done;
+ boolean inline_constants;
+
struct nine_ff_state ff;
/* software vertex processing */
info.sampler_ps1xtypes = 0x0;
info.fog_enable = 0;
info.projected = 0;
+ info.add_constants_defs.c_combination = NULL;
+ info.add_constants_defs.int_const_added = NULL;
+ info.add_constants_defs.bool_const_added = NULL;
info.process_vertices = false;
pipe = nine_context_get_pipe_acquire(device);
This->rt_mask = info.rt_mask;
This->const_used_size = info.const_used_size;
This->bumpenvmat_needed = info.bumpenvmat_needed;
+
+ memcpy(This->int_slots_used, info.int_slots_used, sizeof(This->int_slots_used));
+ memcpy(This->bool_slots_used, info.bool_slots_used, sizeof(This->bool_slots_used));
+
+ This->const_int_slots = info.const_int_slots;
+ This->const_bool_slots = info.const_bool_slots;
+
+ This->c_combinations = NULL;
+
/* no constant relative addressing for ps */
assert(info.lconstf.data == NULL);
assert(info.lconstf.ranges == NULL);
}
nine_shader_variants_free(&This->variant);
+ nine_shader_constant_combination_free(This->c_combinations);
+
FREE((void *)This->byte_code.tokens); /* const_cast */
NineUnknown_dtor(&This->base);
info.fog_mode = device->context.rs[D3DRS_FOGTABLEMODE];
info.force_color_in_centroid = key >> 34 & 1;
info.projected = (key >> 48) & 0xffff;
+ info.add_constants_defs.c_combination =
+ nine_shader_constant_combination_get(This->c_combinations, (key >> 40) & 0xff);
+ info.add_constants_defs.int_const_added = &This->int_slots_used;
+ info.add_constants_defs.bool_const_added = &This->bool_slots_used;
info.process_vertices = false;
hr = nine_translate_shader(This->base.device, &info, pipe);
uint16_t sampler_mask;
uint8_t rt_mask;
+ boolean int_slots_used[NINE_MAX_CONST_I];
+ boolean bool_slots_used[NINE_MAX_CONST_B];
+
+ unsigned const_int_slots;
+ unsigned const_bool_slots;
+
+ struct nine_shader_constant_combination *c_combinations;
+
uint64_t ff_key[6];
void *ff_cso;
if (context->rt[0]->base.info.nr_samples)
key |= ((uint64_t)1) << 34;
+ if ((ps->const_int_slots > 0 || ps->const_bool_slots > 0) && context->inline_constants)
+ key |= ((uint64_t)nine_shader_constant_combination_key(&ps->c_combinations,
+ ps->int_slots_used,
+ ps->bool_slots_used,
+ (void *)context->ps_const_i,
+ context->ps_const_b)) << 40;
+
if (unlikely(ps->byte_code.version < 0x14)) {
projected = nine_ff_get_projected_key(context);
key |= ((uint64_t) projected) << 48;
info.fog_enable = 0;
info.point_size_min = 0;
info.point_size_max = 0;
+ info.add_constants_defs.c_combination = NULL;
+ info.add_constants_defs.int_const_added = NULL;
+ info.add_constants_defs.bool_const_added = NULL;
info.swvp_on = !!(device->params.BehaviorFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING);
info.process_vertices = false;
This->position_t = info.position_t;
This->point_size = info.point_size;
+ memcpy(This->int_slots_used, info.int_slots_used, sizeof(This->int_slots_used));
+ memcpy(This->bool_slots_used, info.bool_slots_used, sizeof(This->bool_slots_used));
+
+ This->const_int_slots = info.const_int_slots;
+ This->const_bool_slots = info.const_bool_slots;
+
+ This->c_combinations = NULL;
+
for (i = 0; i < info.num_inputs && i < ARRAY_SIZE(This->input_map); ++i)
This->input_map[i].ndecl = info.input_map[i];
This->num_inputs = i;
nine_shader_variants_free(&This->variant);
nine_shader_variants_so_free(&This->variant_so);
+ nine_shader_constant_combination_free(This->c_combinations);
+
FREE((void *)This->byte_code.tokens); /* const_cast */
FREE(This->lconstf.data);
info.fog_enable = device->context.rs[D3DRS_FOGENABLE];
info.point_size_min = asfloat(device->context.rs[D3DRS_POINTSIZE_MIN]);
info.point_size_max = asfloat(device->context.rs[D3DRS_POINTSIZE_MAX]);
+ info.add_constants_defs.c_combination =
+ nine_shader_constant_combination_get(This->c_combinations, (key >> 16) & 0xff);
+ info.add_constants_defs.int_const_added = &This->int_slots_used;
+ info.add_constants_defs.bool_const_added = &This->bool_slots_used;
info.swvp_on = device->context.swvp;
info.process_vertices = false;
info.fog_enable = false;
info.point_size_min = 0;
info.point_size_max = 0;
+ info.add_constants_defs.c_combination = NULL;
+ info.add_constants_defs.int_const_added = NULL;
+ info.add_constants_defs.bool_const_added = NULL;
info.swvp_on = true;
info.vdecl_out = vdecl_out;
info.process_vertices = true;
struct nine_lconstf lconstf;
+ boolean int_slots_used[NINE_MAX_CONST_I];
+ boolean bool_slots_used[NINE_MAX_CONST_B];
+
+ unsigned const_int_slots;
+ unsigned const_bool_slots;
+
+ struct nine_shader_constant_combination *c_combinations;
+
uint64_t ff_key[3];
void *ff_cso;
key |= (uint32_t) ((!!context->rs[D3DRS_FOGENABLE]) << 8);
key |= (uint32_t) (context->swvp << 9);
+ if ((vs->const_int_slots > 0 || vs->const_bool_slots > 0) && context->inline_constants && !context->swvp)
+ key |= ((uint64_t)nine_shader_constant_combination_key(&vs->c_combinations,
+ vs->int_slots_used,
+ vs->bool_slots_used,
+ context->vs_const_i,
+ context->vs_const_b)) << 16;
+
/* We want to use a 64 bits key for performance.
* Use compressed float16 values for the pointsize min/max in the key.
* Shaders do not usually output psize.*/