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Videocore: Implement simple vertex caching
This gives a ~2/3 reduction in the amount of vertices that need to be processed through the vertex loaders and the vertex shader, yielding a good speedup.
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4d086a4db4
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1 changed files with 90 additions and 63 deletions
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@ -206,18 +206,42 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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std::map<u32, u32> ranges;
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std::map<u32, u32> ranges;
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} memory_accesses;
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} memory_accesses;
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// Simple circular-replacement vertex cache
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// The size has been tuned for optimal balance between hit-rate and the cost of lookup
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const size_t VERTEX_CACHE_SIZE = 32;
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std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
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std::array<VertexShader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
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unsigned int vertex_cache_pos = 0;
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vertex_cache_ids.fill(-1);
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for (unsigned int index = 0; index < regs.num_vertices; ++index)
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for (unsigned int index = 0; index < regs.num_vertices; ++index)
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{
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{
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unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
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unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
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// -1 is a common special value used for primitive restart. Since it's unknown if
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// the PICA supports it, and it would mess up the caching, guard against it here.
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ASSERT(vertex != -1);
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bool vertex_cache_hit = false;
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VertexShader::OutputVertex output;
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if (is_indexed) {
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if (is_indexed) {
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// TODO: Implement some sort of vertex cache!
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if (g_debug_context && Pica::g_debug_context->recorder) {
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if (g_debug_context && Pica::g_debug_context->recorder) {
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int size = index_u16 ? 2 : 1;
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int size = index_u16 ? 2 : 1;
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memory_accesses.AddAccess(base_address + index_info.offset + size * index, size);
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memory_accesses.AddAccess(base_address + index_info.offset + size * index, size);
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}
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}
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for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
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if (vertex == vertex_cache_ids[i]) {
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output = vertex_cache[i];
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vertex_cache_hit = true;
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break;
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}
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}
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}
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}
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if (!vertex_cache_hit) {
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// Initialize data for the current vertex
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// Initialize data for the current vertex
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VertexShader::InputVertex input;
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VertexShader::InputVertex input;
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@ -262,9 +286,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
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input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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} else {
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} else {
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// TODO(yuriks): In this case, no data gets loaded and the vertex remains
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// TODO(yuriks): In this case, no data gets loaded and the vertex
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// with the last value it had. This isn't currently maintained
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// remains with the last value it had. This isn't currently maintained
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// as global state, however, and so won't work in Cita yet.
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// as global state, however, and so won't work in Citra yet.
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}
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}
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}
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}
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@ -284,10 +308,13 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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#endif
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#endif
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// Send to vertex shader
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// Send to vertex shader
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VertexShader::OutputVertex output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs);
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output = VertexShader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs);
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if (is_indexed) {
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if (is_indexed) {
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// TODO: Add processed vertex to vertex cache!
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vertex_cache[vertex_cache_pos] = output;
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vertex_cache_ids[vertex_cache_pos] = vertex;
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vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
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}
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}
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}
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if (Settings::values.use_hw_renderer) {
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if (Settings::values.use_hw_renderer) {
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