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Latte: Optimize uniform register array size for known shaders
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@ -652,7 +652,7 @@ LatteDecompilerShader* LatteShader_CreateShaderFromDecompilerOutput(LatteDecompi
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}
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else
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{
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shader->uniform.count_uniformRegister = decompilerOutput.uniformOffsetsVK.count_uniformRegister;
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shader->uniform.count_uniformRegister = decompilerOutput.uniformOffsetsGL.count_uniformRegister;
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}
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// calculate aux hash
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if (calculateAuxHash)
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@ -787,7 +787,7 @@ void LatteDecompiler_analyze(LatteDecompilerShaderContext* shaderContext, LatteD
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continue;
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LatteDecompilerShader::QuickBufferEntry entry;
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entry.index = i;
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entry.size = shaderContext->analyzer.uniformBufferAccessTracker[i].DetermineSize(LATTE_GLSL_DYNAMIC_UNIFORM_BLOCK_SIZE) * 16;
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entry.size = shaderContext->analyzer.uniformBufferAccessTracker[i].DetermineSize(shaderContext->shaderBaseHash, LATTE_GLSL_DYNAMIC_UNIFORM_BLOCK_SIZE) * 16;
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shader->list_quickBufferList.push_back(entry);
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}
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// get dimension of each used texture
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@ -37,7 +37,7 @@ namespace LatteDecompiler
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}
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else if (decompilerContext->shader->uniformMode == LATTE_DECOMPILER_UNIFORM_MODE_FULL_CFILE)
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{
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uint32 cfileSize = decompilerContext->analyzer.uniformRegisterAccessTracker.DetermineSize(256);
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uint32 cfileSize = decompilerContext->analyzer.uniformRegisterAccessTracker.DetermineSize(decompilerContext->shaderBaseHash, 256);
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// full or partial uniform register file has to be present
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if (shaderType == LatteConst::ShaderType::Vertex)
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shaderSrc->addFmt("uniform ivec4 uf_uniformRegisterVS[{}];" _CRLF, cfileSize);
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@ -156,7 +156,7 @@ namespace LatteDecompiler
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shaderSrc->addFmt("uniform {}{}" _CRLF, _getShaderUniformBlockInterfaceName(decompilerContext->shaderType), i);
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shaderSrc->add("{" _CRLF);
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shaderSrc->addFmt("vec4 {}{}[{}];" _CRLF, _getShaderUniformBlockVariableName(decompilerContext->shaderType), i, decompilerContext->analyzer.uniformBufferAccessTracker[i].DetermineSize(LATTE_GLSL_DYNAMIC_UNIFORM_BLOCK_SIZE));
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shaderSrc->addFmt("vec4 {}{}[{}];" _CRLF, _getShaderUniformBlockVariableName(decompilerContext->shaderType), i, decompilerContext->analyzer.uniformBufferAccessTracker[i].DetermineSize(decompilerContext->shaderBaseHash, LATTE_GLSL_DYNAMIC_UNIFORM_BLOCK_SIZE));
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shaderSrc->add("};" _CRLF _CRLF);
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shaderSrc->add(_CRLF);
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}
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@ -157,19 +157,23 @@ struct LatteDecompilerBufferAccessTracker
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}
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}
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sint32 DetermineSize(sint32 maximumSize) const
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sint32 DetermineSize(uint64 shaderBaseHash, sint32 maximumSize) const
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{
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// here we try to predict the accessed range so we dont have to upload the whole buffer
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// potential risky optimization: assume that if there is a fixed-index access on an index higher than any other non-zero relative accesses, it bounds the prior relative access
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// here we try to predict the accessed byte range so we dont have to upload the whole buffer
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// if no bound can be determined then return maximumSize
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// for some known shaders we use hand-tuned values instead of the maximumSize fallback value that those shaders would normally use
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if(shaderBaseHash == 0x8ff56afdf1a2f837) // XCX text rendering
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return 24;
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if(shaderBaseHash == 0x37b9100c1310d3bb) // BotW UI backdrops 1
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return 24;
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if(shaderBaseHash == 0xf7ba548c1fefe24a) // BotW UI backdrops 2
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return 30;
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sint32 highestAccessIndex = -1;
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if(hasStaticIndexAccess)
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{
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highestAccessIndex = highestAccessStaticIndex;
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}
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if(hasDynamicIndexAccess)
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{
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return maximumSize; // dynamic index exists and no bound can be determined
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}
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if (highestAccessIndex < 0)
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return 1; // no access at all? But avoid zero as a size
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return highestAccessIndex + 1;
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