Optimize the vertex loader, nearly doubling its speed.
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@ -46,13 +46,11 @@ void VertexLoader::Setup(const Pica::Regs& regs) {
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u32 attribute_index = loader_config.GetComponent(component);
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if (attribute_index < 12) {
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int element_size = attribute_config.GetElementSizeInBytes(attribute_index);
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offset = Common::AlignUp(offset, element_size);
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offset = Common::AlignUp(offset, attribute_config.GetElementSizeInBytes(attribute_index));
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vertex_attribute_sources[attribute_index] = loader_config.data_offset + offset;
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vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
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vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
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vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
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vertex_attribute_element_size[attribute_index] = element_size;
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offset += attribute_config.GetStride(attribute_index);
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} else if (attribute_index < 16) {
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// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively
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@ -68,17 +66,8 @@ void VertexLoader::Setup(const Pica::Regs& regs) {
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void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, MemoryAccesses& memory_accesses) {
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for (int i = 0; i < num_total_attributes; ++i) {
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if (vertex_attribute_elements[i] != 0) {
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// Default attribute values set if array elements have < 4 components. This
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// is *not* carried over from the default attribute settings even if they're
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// enabled for this attribute.
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static const float24 zero = float24::FromFloat32(0.0f);
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static const float24 one = float24::FromFloat32(1.0f);
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input.attr[i] = Math::Vec4<float24>(zero, zero, zero, one);
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// Load per-vertex data from the loader arrays
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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u32 source_addr = base_address + vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i];
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const u8* srcdata = Memory::GetPhysicalPointer(source_addr);
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u32 source_addr = base_address + vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex;
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if (g_debug_context && Pica::g_debug_context->recorder) {
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memory_accesses.AddAccess(source_addr,
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@ -86,20 +75,54 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::I
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: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1);
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}
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const float srcval =
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::BYTE) ? *reinterpret_cast<const s8*>(srcdata) :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::UBYTE) ? *reinterpret_cast<const u8*>(srcdata) :
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(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? *reinterpret_cast<const s16*>(srcdata) :
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*reinterpret_cast<const float*>(srcdata);
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switch (vertex_attribute_formats[i]) {
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case Regs::VertexAttributeFormat::BYTE:
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{
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const s8* srcdata = reinterpret_cast<const s8*>(Memory::GetPhysicalPointer(source_addr));
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
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}
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break;
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}
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case Regs::VertexAttributeFormat::UBYTE:
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{
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const u8* srcdata = reinterpret_cast<const u8*>(Memory::GetPhysicalPointer(source_addr));
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
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}
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break;
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}
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case Regs::VertexAttributeFormat::SHORT:
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{
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const s16* srcdata = reinterpret_cast<const s16*>(Memory::GetPhysicalPointer(source_addr));
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
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}
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break;
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}
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case Regs::VertexAttributeFormat::FLOAT:
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{
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const float* srcdata = reinterpret_cast<const float*>(Memory::GetPhysicalPointer(source_addr));
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for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
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input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
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}
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break;
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}
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}
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input.attr[i][comp] = float24::FromFloat32(srcval);
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LOG_TRACE(HW_GPU, "Loaded component %x of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f",
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comp, i, vertex, index,
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// Default attribute values set if array elements have < 4 components. This
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// is *not* carried over from the default attribute settings even if they're
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// enabled for this attribute.
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for (unsigned int comp = vertex_attribute_elements[i]; comp < 4; ++comp) {
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input.attr[i][comp] = comp == 3 ? float24::FromFloat32(1.0f) : float24::FromFloat32(0.0f);
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}
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LOG_TRACE(HW_GPU, "Loaded %d components of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f %f %f %f",
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vertex_attribute_elements[i], i, vertex, index,
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base_address,
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vertex_attribute_sources[i],
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vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i],
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input.attr[i][comp].ToFloat32());
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}
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vertex_attribute_strides[i] * vertex,
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input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
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} else if (vertex_attribute_is_default[i]) {
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// Load the default attribute if we're configured to do so
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input.attr[i] = g_state.vs.default_attributes[i];
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@ -47,7 +47,6 @@ private:
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u32 vertex_attribute_strides[16] = {};
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Regs::VertexAttributeFormat vertex_attribute_formats[16] = {};
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u32 vertex_attribute_elements[16] = {};
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u32 vertex_attribute_element_size[16] = {};
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bool vertex_attribute_is_default[16];
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int num_total_attributes;
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};
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