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https://github.com/shadps4-emu/shadPS4.git
synced 2024-11-23 19:29:43 +00:00
Allow graphics/compute shader list for skipping (#674)
* Allow graphics/compute shader list for skipping * nintendo ultra 64 + formatting * indentation.. * allow empty array in ShouldSkipShader * simpler check for skip hashes
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@ -38,7 +38,9 @@ const GraphicsPipeline* PipelineCache::GetGraphicsPipeline() {
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LOG_TRACE(Render_Vulkan, "FMask decompression pass skipped");
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return nullptr;
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}
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RefreshGraphicsKey();
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if (!RefreshGraphicsKey()) {
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return nullptr;
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}
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const auto [it, is_new] = graphics_pipelines.try_emplace(graphics_key);
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if (is_new) {
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it.value() = std::make_unique<GraphicsPipeline>(instance, scheduler, graphics_key,
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@ -49,7 +51,9 @@ const GraphicsPipeline* PipelineCache::GetGraphicsPipeline() {
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}
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const ComputePipeline* PipelineCache::GetComputePipeline() {
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RefreshComputeKey();
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if (!RefreshComputeKey()) {
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return nullptr;
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}
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const auto [it, is_new] = compute_pipelines.try_emplace(compute_key);
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if (is_new) {
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it.value() = std::make_unique<ComputePipeline>(instance, scheduler, *pipeline_cache,
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@ -59,7 +63,16 @@ const ComputePipeline* PipelineCache::GetComputePipeline() {
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return pipeline;
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}
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void PipelineCache::RefreshGraphicsKey() {
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bool ShouldSkipShader(u64 shader_hash, const char* shader_type) {
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static constexpr std::array<u64, 0> skip_hashes = {};
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if (std::ranges::contains(skip_hashes, shader_hash)) {
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LOG_WARNING(Render_Vulkan, "Skipped {} shader hash {:#x}.", shader_type, shader_hash);
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return true;
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}
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return false;
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}
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bool PipelineCache::RefreshGraphicsKey() {
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auto& regs = liverpool->regs;
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auto& key = graphics_key;
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@ -160,18 +173,26 @@ void PipelineCache::RefreshGraphicsKey() {
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infos[i] = nullptr;
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continue;
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}
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if (ShouldSkipShader(bininfo->shader_hash, "graphics")) {
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return false;
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}
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const auto stage = Shader::Stage{i};
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const GuestProgram guest_pgm{pgm, stage};
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std::tie(infos[i], modules[i], key.stage_hashes[i]) =
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shader_cache->GetProgram(guest_pgm, binding);
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}
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return true;
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}
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void PipelineCache::RefreshComputeKey() {
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bool PipelineCache::RefreshComputeKey() {
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u32 binding{};
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const auto* cs_pgm = &liverpool->regs.cs_program;
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const GuestProgram guest_pgm{cs_pgm, Shader::Stage::Compute};
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if (ShouldSkipShader(guest_pgm.hash, "compute")) {
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return false;
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}
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std::tie(infos[0], modules[0], compute_key) = shader_cache->GetProgram(guest_pgm, binding);
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return true;
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}
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} // namespace Vulkan
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@ -30,8 +30,8 @@ public:
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const ComputePipeline* GetComputePipeline();
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private:
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void RefreshGraphicsKey();
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void RefreshComputeKey();
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bool RefreshGraphicsKey();
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bool RefreshComputeKey();
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private:
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const Instance& instance;
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