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https://github.com/KytyPS5/KytyPS5.git
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pipeline: look up draw programs and pipelines from the command buffer
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269e411ef2
commit
dbc7b8b2ff
11 files changed
+301
-382
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@@ -248,7 +248,6 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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uint32_t thread_group_z, uint32_t mode, bool async_compute) {
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EXIT_IF(buffer.IsInvalid());
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m_context.GetCommandScheduler().PopPendingOperations();
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auto& ctx = buffer.GetRegisters();
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auto& sh_ctx = buffer.GetShaders();
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buffer.SetDebugInfo(static_cast<uint32_t>(CommandBufferDebugOp::DispatchDirect), submit_id,
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@@ -293,7 +292,6 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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}
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const auto& cs_regs = sh_ctx.GetCs();
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const auto& sh_regs = ctx.GetShaderRegisters();
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ShaderComputeInputInfo input_info {};
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input_info.async_compute = async_compute;
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@@ -312,9 +310,7 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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}
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}
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m_context.GetImageHeap().BeginDraw();
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const auto compute_program =
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m_context.GetPipelineCache().GetComputeProgram(cs_regs, sh_regs, input_info);
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if (!compute_program) return;
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if (!m_context.GetPipelineCache().GetComputeProgram(cs_regs, input_info)) return;
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if (use_thread_dimensions) {
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input_info.dispatch_threads_num[0] = thread_group_x;
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input_info.dispatch_threads_num[1] = thread_group_y;
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@@ -351,8 +347,7 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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}
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buffer.EndRendering();
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auto& pipeline =
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m_context.GetPipelineCache().GetComputePipeline(input_info, compute_program);
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auto& pipeline = m_context.GetPipelineCache().GetComputePipeline(input_info);
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auto& bindings = m_compute_bindings;
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PrepareBindings(input_info.stage, bindings);
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if (program.bindings.dispatch_thread_dword != ShaderRecompiler::IR::PushData::NoStart) {
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@@ -502,11 +497,9 @@ void RenderExecutor::DispatchIndirect(uint64_t submit_id, CommandBuffer& buffer,
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input_info.async_compute = async_compute;
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input_info.indirect_args_address = args_addr;
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m_context.GetImageHeap().BeginDraw();
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const auto compute_program = m_context.GetPipelineCache().GetComputeProgram(
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cs_regs, buffer.GetRegisters().GetShaderRegisters(), input_info);
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if (!compute_program) return;
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if (!m_context.GetPipelineCache().GetComputeProgram(cs_regs, input_info)) return;
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buffer.EndRendering();
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auto& pipeline = m_context.GetPipelineCache().GetComputePipeline(input_info, compute_program);
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auto& pipeline = m_context.GetPipelineCache().GetComputePipeline(input_info);
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auto& bindings = m_compute_bindings;
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PrepareBindings(input_info.stage, bindings);
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PreparedBindings* descriptor_stage = &bindings;
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