rpcsx/rpcs3/Emu/RSX/VK/VKShaderInterpreter.cpp
2022-03-26 16:10:18 +03:00

619 lines
21 KiB
C++

#include "stdafx.h"
#include "VKShaderInterpreter.h"
#include "VKVertexProgram.h"
#include "VKFragmentProgram.h"
#include "VKGSRender.h"
#include "../Program/GLSLCommon.h"
#include "../Program/ShaderInterpreter.h"
#include "../rsx_methods.h"
namespace vk
{
void shader_interpreter::build_vs()
{
::glsl::shader_properties properties{};
properties.domain = ::glsl::program_domain::glsl_vertex_program;
properties.require_lit_emulation = true;
// TODO: Extend decompiler thread
// TODO: Rename decompiler thread, it no longer spawns a thread
RSXVertexProgram null_prog;
std::string shader_str;
ParamArray arr;
VKVertexProgram vk_prog;
VKVertexDecompilerThread comp(null_prog, shader_str, arr, vk_prog);
ParamType uniforms = { PF_PARAM_UNIFORM, "vec4" };
uniforms.items.emplace_back("vc[468]", -1);
std::stringstream builder;
comp.insertHeader(builder);
comp.insertConstants(builder, { uniforms });
comp.insertInputs(builder, {});
// Insert vp stream input
builder << "\n"
"layout(std140, set=0, binding=" << m_vertex_instruction_start << ") readonly restrict buffer VertexInstructionBlock\n"
"{\n"
" uint base_address;\n"
" uint entry;\n"
" uint output_mask;\n"
" uint control;\n"
" uvec4 vp_instructions[];\n"
"};\n\n";
::glsl::insert_glsl_legacy_function(builder, properties);
::glsl::insert_vertex_input_fetch(builder, ::glsl::glsl_rules::glsl_rules_spirv);
builder << program_common::interpreter::get_vertex_interpreter();
const std::string s = builder.str();
m_vs.create(::glsl::program_domain::glsl_vertex_program, s);
m_vs.compile();
// Prepare input table
const auto& binding_table = vk::get_current_renderer()->get_pipeline_binding_table();
vk::glsl::program_input in;
in.location = binding_table.vertex_params_bind_slot;
in.domain = ::glsl::glsl_vertex_program;
in.name = "VertexContextBuffer";
in.type = vk::glsl::input_type_uniform_buffer;
m_vs_inputs.push_back(in);
in.location = binding_table.vertex_buffers_first_bind_slot;
in.name = "persistent_input_stream";
in.type = vk::glsl::input_type_texel_buffer;
m_vs_inputs.push_back(in);
in.location = binding_table.vertex_buffers_first_bind_slot + 1;
in.name = "volatile_input_stream";
in.type = vk::glsl::input_type_texel_buffer;
m_vs_inputs.push_back(in);
in.location = binding_table.vertex_buffers_first_bind_slot + 2;
in.name = "vertex_layout_stream";
in.type = vk::glsl::input_type_texel_buffer;
m_vs_inputs.push_back(in);
in.location = binding_table.vertex_constant_buffers_bind_slot;
in.name = "VertexConstantsBuffer";
in.type = vk::glsl::input_type_uniform_buffer;
m_vs_inputs.push_back(in);
// TODO: Bind textures if needed
}
glsl::shader* shader_interpreter::build_fs(u64 compiler_options)
{
[[maybe_unused]] ::glsl::shader_properties properties{};
properties.domain = ::glsl::program_domain::glsl_fragment_program;
properties.require_depth_conversion = true;
properties.require_wpos = true;
u32 len;
ParamArray arr;
std::string shader_str;
RSXFragmentProgram frag;
VKFragmentProgram vk_prog;
VKFragmentDecompilerThread comp(shader_str, arr, frag, len, vk_prog);
const auto& binding_table = vk::get_current_renderer()->get_pipeline_binding_table();
std::stringstream builder;
builder <<
"#version 450\n"
"#extension GL_ARB_separate_shader_objects : enable\n\n";
::glsl::insert_subheader_block(builder);
comp.insertConstants(builder);
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_GE)
{
builder << "#define ALPHA_TEST_GEQUAL\n";
}
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_G)
{
builder << "#define ALPHA_TEST_GREATER\n";
}
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_LE)
{
builder << "#define ALPHA_TEST_LEQUAL\n";
}
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_L)
{
builder << "#define ALPHA_TEST_LESS\n";
}
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_EQ)
{
builder << "#define ALPHA_TEST_EQUAL\n";
}
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_NE)
{
builder << "#define ALPHA_TEST_NEQUAL\n";
}
if (!(compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_F32_EXPORT))
{
builder << "#define WITH_HALF_OUTPUT_REGISTER\n";
}
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_DEPTH_EXPORT)
{
builder << "#define WITH_DEPTH_EXPORT\n";
}
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_FLOW_CTRL)
{
builder << "#define WITH_FLOW_CTRL\n";
}
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_PACKING)
{
builder << "#define WITH_PACKING\n";
}
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_KIL)
{
builder << "#define WITH_KIL\n";
}
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_STIPPLING)
{
builder << "#define WITH_STIPPLING\n";
}
const char* type_names[] = { "sampler1D", "sampler2D", "sampler3D", "samplerCube" };
if (compiler_options & program_common::interpreter::COMPILER_OPT_ENABLE_TEXTURES)
{
builder << "#define WITH_TEXTURES\n\n";
for (int i = 0, bind_location = m_fragment_textures_start; i < 4; ++i)
{
builder << "layout(set=0, binding=" << bind_location++ << ") " << "uniform " << type_names[i] << " " << type_names[i] << "_array[16];\n";
}
builder << "\n"
"#define IS_TEXTURE_RESIDENT(index) true\n"
"#define SAMPLER1D(index) sampler1D_array[index]\n"
"#define SAMPLER2D(index) sampler2D_array[index]\n"
"#define SAMPLER3D(index) sampler3D_array[index]\n"
"#define SAMPLERCUBE(index) samplerCube_array[index]\n\n";
}
builder <<
"layout(std430, binding=" << m_fragment_instruction_start << ") readonly restrict buffer FragmentInstructionBlock\n"
"{\n"
" uint shader_control;\n"
" uint texture_control;\n"
" uint reserved1;\n"
" uint reserved2;\n"
" uvec4 fp_instructions[];\n"
"};\n\n";
builder << program_common::interpreter::get_fragment_interpreter();
const std::string s = builder.str();
auto fs = new glsl::shader();
fs->create(::glsl::program_domain::glsl_fragment_program, s);
fs->compile();
// Prepare input table
vk::glsl::program_input in;
in.location = binding_table.fragment_constant_buffers_bind_slot;
in.domain = ::glsl::glsl_fragment_program;
in.name = "FragmentConstantsBuffer";
in.type = vk::glsl::input_type_uniform_buffer;
m_fs_inputs.push_back(in);
in.location = binding_table.fragment_state_bind_slot;
in.name = "FragmentStateBuffer";
m_fs_inputs.push_back(in);
in.location = binding_table.fragment_texture_params_bind_slot;
in.name = "TextureParametersBuffer";
m_fs_inputs.push_back(in);
for (int i = 0, location = m_fragment_textures_start; i < 4; ++i, ++location)
{
in.location = location;
in.name = std::string(type_names[i]) + "_array[16]";
m_fs_inputs.push_back(in);
}
m_fs_cache[compiler_options].reset(fs);
return fs;
}
std::pair<VkDescriptorSetLayout, VkPipelineLayout> shader_interpreter::create_layout(VkDevice dev)
{
const auto& binding_table = vk::get_current_renderer()->get_pipeline_binding_table();
std::vector<VkDescriptorSetLayoutBinding> bindings(binding_table.total_descriptor_bindings);
u32 idx = 0;
// Vertex stream, one stream for cacheable data, one stream for transient data. Third stream contains vertex layout info
for (int i = 0; i < 3; i++)
{
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
bindings[idx].descriptorCount = 1;
bindings[idx].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[idx].binding = binding_table.vertex_buffers_first_bind_slot + i;
idx++;
}
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
bindings[idx].descriptorCount = 1;
bindings[idx].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[idx].binding = binding_table.fragment_constant_buffers_bind_slot;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
bindings[idx].descriptorCount = 1;
bindings[idx].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[idx].binding = binding_table.fragment_state_bind_slot;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
bindings[idx].descriptorCount = 1;
bindings[idx].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[idx].binding = binding_table.fragment_texture_params_bind_slot;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
bindings[idx].descriptorCount = 1;
bindings[idx].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[idx].binding = binding_table.vertex_constant_buffers_bind_slot;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
bindings[idx].descriptorCount = 1;
bindings[idx].stageFlags = VK_SHADER_STAGE_ALL_GRAPHICS;
bindings[idx].binding = binding_table.vertex_params_bind_slot;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[idx].descriptorCount = 1;
bindings[idx].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[idx].binding = binding_table.conditional_render_predicate_slot;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
bindings[idx].descriptorCount = 1;
bindings[idx].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[idx].binding = binding_table.rasterizer_env_bind_slot;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[idx].descriptorCount = 16;
bindings[idx].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[idx].binding = binding_table.textures_first_bind_slot;
m_fragment_textures_start = bindings[idx].binding;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[idx].descriptorCount = 16;
bindings[idx].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[idx].binding = binding_table.textures_first_bind_slot + 1;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[idx].descriptorCount = 16;
bindings[idx].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[idx].binding = binding_table.textures_first_bind_slot + 2;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[idx].descriptorCount = 16;
bindings[idx].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[idx].binding = binding_table.textures_first_bind_slot + 3;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[idx].descriptorCount = 4;
bindings[idx].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[idx].binding = binding_table.textures_first_bind_slot + 4;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[idx].descriptorCount = 1;
bindings[idx].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[idx].binding = binding_table.textures_first_bind_slot + 5;
m_vertex_instruction_start = bindings[idx].binding;
idx++;
bindings[idx].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[idx].descriptorCount = 1;
bindings[idx].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[idx].binding = binding_table.textures_first_bind_slot + 6;
m_fragment_instruction_start = bindings[idx].binding;
idx++;
bindings.resize(idx);
std::array<VkPushConstantRange, 1> push_constants;
push_constants[0].offset = 0;
push_constants[0].size = 16;
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
if (vk::emulate_conditional_rendering())
{
// Conditional render toggle
push_constants[0].size = 20;
}
const auto set_layout = vk::descriptors::create_layout(bindings);
VkPipelineLayoutCreateInfo layout_info = {};
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_info.setLayoutCount = 1;
layout_info.pSetLayouts = &set_layout;
layout_info.pushConstantRangeCount = 1;
layout_info.pPushConstantRanges = push_constants.data();
VkPipelineLayout result;
CHECK_RESULT(vkCreatePipelineLayout(dev, &layout_info, nullptr, &result));
return { set_layout, result };
}
void shader_interpreter::create_descriptor_pools(const vk::render_device& dev)
{
const auto max_draw_calls = dev.get_descriptor_max_draw_calls();
std::vector<VkDescriptorPoolSize> sizes;
sizes.push_back({ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER , 6 * max_draw_calls });
sizes.push_back({ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER , 3 * max_draw_calls });
sizes.push_back({ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER , 68 * max_draw_calls });
sizes.push_back({ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 3 * max_draw_calls });
m_descriptor_pool.create(dev, sizes.data(), ::size32(sizes), max_draw_calls, 2);
}
void shader_interpreter::init(const vk::render_device& dev)
{
m_device = dev;
std::tie(m_shared_descriptor_layout, m_shared_pipeline_layout) = create_layout(dev);
create_descriptor_pools(dev);
build_vs();
// TODO: Seed the cache
}
void shader_interpreter::destroy()
{
m_program_cache.clear();
m_descriptor_pool.destroy();
for (auto &fs : m_fs_cache)
{
fs.second->destroy();
}
m_vs.destroy();
m_fs_cache.clear();
if (m_shared_pipeline_layout)
{
vkDestroyPipelineLayout(m_device, m_shared_pipeline_layout, nullptr);
m_shared_pipeline_layout = VK_NULL_HANDLE;
}
if (m_shared_descriptor_layout)
{
vkDestroyDescriptorSetLayout(m_device, m_shared_descriptor_layout, nullptr);
m_shared_descriptor_layout = VK_NULL_HANDLE;
}
}
glsl::program* shader_interpreter::link(const vk::pipeline_props& properties, u64 compiler_opt)
{
glsl::shader* fs;
if (auto found = m_fs_cache.find(compiler_opt); found != m_fs_cache.end())
{
fs = found->second.get();
}
else
{
fs = build_fs(compiler_opt);
}
VkPipelineShaderStageCreateInfo shader_stages[2] = {};
shader_stages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shader_stages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shader_stages[0].module = m_vs.get_handle();
shader_stages[0].pName = "main";
shader_stages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shader_stages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shader_stages[1].module = fs->get_handle();
shader_stages[1].pName = "main";
std::vector<VkDynamicState> dynamic_state_descriptors;
dynamic_state_descriptors.push_back(VK_DYNAMIC_STATE_VIEWPORT);
dynamic_state_descriptors.push_back(VK_DYNAMIC_STATE_SCISSOR);
dynamic_state_descriptors.push_back(VK_DYNAMIC_STATE_LINE_WIDTH);
dynamic_state_descriptors.push_back(VK_DYNAMIC_STATE_BLEND_CONSTANTS);
dynamic_state_descriptors.push_back(VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK);
dynamic_state_descriptors.push_back(VK_DYNAMIC_STATE_STENCIL_WRITE_MASK);
dynamic_state_descriptors.push_back(VK_DYNAMIC_STATE_STENCIL_REFERENCE);
dynamic_state_descriptors.push_back(VK_DYNAMIC_STATE_DEPTH_BIAS);
if (vk::get_current_renderer()->get_depth_bounds_support())
{
dynamic_state_descriptors.push_back(VK_DYNAMIC_STATE_DEPTH_BOUNDS);
}
VkPipelineDynamicStateCreateInfo dynamic_state_info = {};
dynamic_state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamic_state_info.pDynamicStates = dynamic_state_descriptors.data();
dynamic_state_info.dynamicStateCount = ::size32(dynamic_state_descriptors);
VkPipelineVertexInputStateCreateInfo vi = { VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO };
VkPipelineViewportStateCreateInfo vp = {};
vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
vp.viewportCount = 1;
vp.scissorCount = 1;
VkPipelineMultisampleStateCreateInfo ms = properties.state.ms;
ensure(ms.rasterizationSamples == VkSampleCountFlagBits((properties.renderpass_key >> 16) & 0xF)); // "Multisample state mismatch!"
if (ms.rasterizationSamples != VK_SAMPLE_COUNT_1_BIT)
{
// Update the sample mask pointer
ms.pSampleMask = &properties.state.temp_storage.msaa_sample_mask;
}
// Rebase pointers from pipeline structure in case it is moved/copied
VkPipelineColorBlendStateCreateInfo cs = properties.state.cs;
cs.pAttachments = properties.state.att_state;
VkGraphicsPipelineCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
info.pVertexInputState = &vi;
info.pInputAssemblyState = &properties.state.ia;
info.pRasterizationState = &properties.state.rs;
info.pColorBlendState = &cs;
info.pMultisampleState = &ms;
info.pViewportState = &vp;
info.pDepthStencilState = &properties.state.ds;
info.stageCount = 2;
info.pStages = shader_stages;
info.pDynamicState = &dynamic_state_info;
info.layout = m_shared_pipeline_layout;
info.basePipelineIndex = -1;
info.basePipelineHandle = VK_NULL_HANDLE;
info.renderPass = vk::get_renderpass(m_device, properties.renderpass_key);
auto compiler = vk::get_pipe_compiler();
auto program = compiler->compile(info, m_shared_pipeline_layout, vk::pipe_compiler::COMPILE_INLINE, {}, m_vs_inputs, m_fs_inputs);
return program.release();
}
void shader_interpreter::update_fragment_textures(const std::array<VkDescriptorImageInfo, 68>& sampled_images, vk::descriptor_set &set)
{
const VkDescriptorImageInfo* texture_ptr = sampled_images.data();
for (u32 i = 0, binding = m_fragment_textures_start; i < 4; ++i, ++binding, texture_ptr += 16)
{
set.push(texture_ptr, 16, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, binding);
}
}
VkDescriptorSet shader_interpreter::allocate_descriptor_set()
{
if (!m_descriptor_pool.can_allocate(1u, m_used_descriptors))
{
m_descriptor_pool.reset(0);
m_used_descriptors = 0;
}
VkDescriptorSetAllocateInfo alloc_info = {};
alloc_info.descriptorPool = m_descriptor_pool;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &m_shared_descriptor_layout;
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
VkDescriptorSet new_descriptor_set;
CHECK_RESULT(vkAllocateDescriptorSets(m_device, &alloc_info, &new_descriptor_set));
m_used_descriptors++;
return new_descriptor_set;
}
glsl::program* shader_interpreter::get(const vk::pipeline_props& properties, const program_hash_util::fragment_program_utils::fragment_program_metadata& metadata)
{
pipeline_key key;
key.compiler_opt = 0;
key.properties = properties;
if (rsx::method_registers.alpha_test_enabled()) [[unlikely]]
{
switch (rsx::method_registers.alpha_func())
{
case rsx::comparison_function::always:
break;
case rsx::comparison_function::never:
return nullptr;
case rsx::comparison_function::greater_or_equal:
key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_GE;
break;
case rsx::comparison_function::greater:
key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_G;
break;
case rsx::comparison_function::less_or_equal:
key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_LE;
break;
case rsx::comparison_function::less:
key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_L;
break;
case rsx::comparison_function::equal:
key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_EQ;
break;
case rsx::comparison_function::not_equal:
key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_ALPHA_TEST_NE;
break;
}
}
if (rsx::method_registers.shader_control() & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT) key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_DEPTH_EXPORT;
if (rsx::method_registers.shader_control() & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_F32_EXPORT;
if (rsx::method_registers.shader_control() & RSX_SHADER_CONTROL_USES_KIL) key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_KIL;
if (metadata.referenced_textures_mask) key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_TEXTURES;
if (metadata.has_branch_instructions) key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_FLOW_CTRL;
if (metadata.has_pack_instructions) key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_PACKING;
if (rsx::method_registers.polygon_stipple_enabled()) key.compiler_opt |= program_common::interpreter::COMPILER_OPT_ENABLE_STIPPLING;
if (m_current_key == key) [[likely]]
{
return m_current_interpreter;
}
else
{
m_current_key = key;
}
auto found = m_program_cache.find(key);
if (found != m_program_cache.end()) [[likely]]
{
m_current_interpreter = found->second.get();
return m_current_interpreter;
}
m_current_interpreter = link(properties, key.compiler_opt);
m_program_cache[key].reset(m_current_interpreter);
return m_current_interpreter;
}
bool shader_interpreter::is_interpreter(const glsl::program* prog) const
{
return prog == m_current_interpreter;
}
u32 shader_interpreter::get_vertex_instruction_location() const
{
return m_vertex_instruction_start;
}
u32 shader_interpreter::get_fragment_instruction_location() const
{
return m_fragment_instruction_start;
}
};