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6 Commits

Author SHA1 Message Date
Lioncash 0eba5911f2 common: Remove code_block.h
We use dynarmic, so this is unued. Anything else we need will likely use Xbyak, so
this header isn't necessary any more.
2018-04-19 22:47:02 -04:00
bunnei 17ad56c1dc Merge pull request #356 from lioncash/shader
glsl_shader_decompiler: Minor API changes to ShaderWriter
2018-04-19 21:09:25 -04:00
Lioncash e3b6f6c016 glsl_shader_decompiler: Use std::string_view instead of std::string for AddLine()
This function doesn't need to take ownership of the string data being
given to it, considering all we do is append the characters to the
internal string instance.

Instead, use a string view to simply reference the string data without
any potential heap allocation.

Now anything that is a raw const char* won't need to be converted to a
std::string before appending.
2018-04-19 20:12:58 -04:00
Lioncash 412b31ad72 glsl_shader_decompiler: Add AddNewLine() function to ShaderWriter
Avoids constructing a std::string just to append a newline character
2018-04-19 20:09:27 -04:00
Lioncash aa26baa3db glsl_shader_decompiler: Add char overload for ShaderWriter's AddLine()
Avoids constructing a std::string just to append a character.
2018-04-19 20:04:09 -04:00
Lioncash 4ef392906b glsl_shader_decompiler: Append indentation without constructing a separate std::string
The interface of std::string already lets us append N copies of a
character to an existing string.
2018-04-19 19:59:25 -04:00
4 changed files with 60 additions and 98 deletions
-1
View File
@@ -34,7 +34,6 @@ add_library(common STATIC
chunk_file.h
cityhash.cpp
cityhash.h
code_block.h
color.h
common_funcs.h
common_paths.h
-85
View File
@@ -1,85 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include "common/common_types.h"
#include "common/memory_util.h"
// Everything that needs to generate code should inherit from this.
// You get memory management for free, plus, you can use all emitter functions without
// having to prefix them with gen-> or something similar.
// Example implementation:
// class JIT : public CodeBlock<ARMXEmitter> {}
template <class T>
class CodeBlock : public T, NonCopyable {
private:
// A privately used function to set the executable RAM space to something invalid.
// For debugging usefulness it should be used to set the RAM to a host specific breakpoint
// instruction
virtual void PoisonMemory() = 0;
protected:
u8* region;
size_t region_size;
public:
CodeBlock() : region(nullptr), region_size(0) {}
virtual ~CodeBlock() {
if (region)
FreeCodeSpace();
}
// Call this before you generate any code.
void AllocCodeSpace(int size) {
region_size = size;
region = (u8*)AllocateExecutableMemory(region_size);
T::SetCodePtr(region);
}
// Always clear code space with breakpoints, so that if someone accidentally executes
// uninitialized, it just breaks into the debugger.
void ClearCodeSpace() {
PoisonMemory();
ResetCodePtr();
}
// Call this when shutting down. Don't rely on the destructor, even though it'll do the job.
void FreeCodeSpace() {
#ifdef __SYMBIAN32__
ResetExecutableMemory(region);
#else
FreeMemoryPages(region, region_size);
#endif
region = nullptr;
region_size = 0;
}
bool IsInSpace(const u8* ptr) {
return (ptr >= region) && (ptr < (region + region_size));
}
// Cannot currently be undone. Will write protect the entire code region.
// Start over if you need to change the code (call FreeCodeSpace(), AllocCodeSpace()).
void WriteProtect() {
WriteProtectMemory(region, region_size, true);
}
void ResetCodePtr() {
T::SetCodePtr(region);
}
size_t GetSpaceLeft() const {
return region_size - (T::GetCodePtr() - region);
}
u8* GetBasePtr() {
return region;
}
size_t GetOffset(const u8* ptr) const {
return ptr - region;
}
};
+30
View File
@@ -55,6 +55,10 @@ public:
T x;
T y;
T* AsArray() {
return &x;
}
Vec2() = default;
Vec2(const T& _x, const T& _y) : x(_x), y(_y) {}
@@ -67,6 +71,11 @@ public:
return Vec2<T>(f, f);
}
void Write(T a[2]) {
a[0] = x;
a[1] = y;
}
Vec2<decltype(T{} + T{})> operator+(const Vec2& other) const {
return MakeVec(x + other.x, y + other.y);
}
@@ -196,6 +205,10 @@ public:
T y;
T z;
T* AsArray() {
return &x;
}
Vec3() = default;
Vec3(const T& _x, const T& _y, const T& _z) : x(_x), y(_y), z(_z) {}
@@ -212,6 +225,12 @@ public:
return MakeVec(f, f, f);
}
void Write(T a[3]) {
a[0] = x;
a[1] = y;
a[2] = z;
}
Vec3<decltype(T{} + T{})> operator+(const Vec3& other) const {
return MakeVec(x + other.x, y + other.y, z + other.z);
}
@@ -397,6 +416,10 @@ public:
T z;
T w;
T* AsArray() {
return &x;
}
Vec4() = default;
Vec4(const T& _x, const T& _y, const T& _z, const T& _w) : x(_x), y(_y), z(_z), w(_w) {}
@@ -413,6 +436,13 @@ public:
return Vec4<T>(f, f, f, f);
}
void Write(T a[4]) {
a[0] = x;
a[1] = y;
a[2] = z;
a[3] = w;
}
Vec4<decltype(T{} + T{})> operator+(const Vec4& other) const {
return MakeVec(x + other.x, y + other.y, z + other.z, w + other.w);
}
@@ -5,6 +5,7 @@
#include <map>
#include <set>
#include <string>
#include <string_view>
#include "common/assert.h"
#include "common/common_types.h"
#include "video_core/engines/shader_bytecode.h"
@@ -109,12 +110,25 @@ private:
class ShaderWriter {
public:
void AddLine(const std::string& text) {
void AddLine(std::string_view text) {
DEBUG_ASSERT(scope >= 0);
if (!text.empty()) {
shader_source += std::string(static_cast<size_t>(scope) * 4, ' ');
AppendIndentation();
}
shader_source += text + '\n';
shader_source += text;
AddNewLine();
}
void AddLine(char character) {
DEBUG_ASSERT(scope >= 0);
AppendIndentation();
shader_source += character;
AddNewLine();
}
void AddNewLine() {
DEBUG_ASSERT(scope >= 0);
shader_source += '\n';
}
std::string GetResult() {
@@ -124,6 +138,10 @@ public:
int scope = 0;
private:
void AppendIndentation() {
shader_source.append(static_cast<size_t>(scope) * 4, ' ');
}
std::string shader_source;
};
@@ -481,7 +499,7 @@ private:
for (const auto& subroutine : subroutines) {
shader.AddLine("bool " + subroutine.GetName() + "();");
}
shader.AddLine("");
shader.AddNewLine();
// Add the main entry point
shader.AddLine("bool exec_shader() {");
@@ -524,14 +542,14 @@ private:
}
--shader.scope;
shader.AddLine("}");
shader.AddLine('}');
}
shader.AddLine("default: return false;");
shader.AddLine("}");
shader.AddLine('}');
--shader.scope;
shader.AddLine("}");
shader.AddLine('}');
shader.AddLine("return false;");
}
@@ -558,7 +576,7 @@ private:
for (const auto& reg : declr_register) {
declarations.AddLine("float " + reg + " = 0.0;");
}
declarations.AddLine("");
declarations.AddNewLine();
for (const auto& index : declr_input_attribute) {
// TODO(bunnei): Use proper number of elements for these
@@ -567,7 +585,7 @@ private:
static_cast<u32>(Attribute::Index::Attribute_0)) +
") in vec4 " + GetInputAttribute(index) + ";");
}
declarations.AddLine("");
declarations.AddNewLine();
for (const auto& index : declr_output_attribute) {
// TODO(bunnei): Use proper number of elements for these
@@ -576,15 +594,15 @@ private:
static_cast<u32>(Attribute::Index::Attribute_0)) +
") out vec4 " + GetOutputAttribute(index) + ";");
}
declarations.AddLine("");
declarations.AddNewLine();
unsigned const_buffer_layout = 0;
for (const auto& entry : GetConstBuffersDeclarations()) {
declarations.AddLine("layout(std430) buffer " + entry.GetName());
declarations.AddLine("{");
declarations.AddLine('{');
declarations.AddLine(" float c" + std::to_string(entry.GetIndex()) + "[];");
declarations.AddLine("};");
declarations.AddLine("");
declarations.AddNewLine();
++const_buffer_layout;
}
}