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Common/Hash: abstract HashableStruct from GLShader::PicaShaderConfig
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commit
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3 changed files with 111 additions and 90 deletions
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@ -5,6 +5,7 @@
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#pragma once
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#include <cstddef>
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#include <cstring>
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#include "common/cityhash.h"
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#include "common/common_types.h"
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@ -33,4 +34,36 @@ static inline u64 ComputeStructHash64(const T& data) {
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return ComputeHash64(&data, sizeof(data));
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}
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/// A helper template that ensures the padding in a struct is initialized by memsetting to 0.
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template <typename T>
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struct HashableStruct {
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/*
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* We use a union because "implicitly-defined copy/move constructor for a union X copies the
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* object representation of X." and "implicitly-defined copy assignment operator for a union X
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* copies the object representation (3.9) of X." = Bytewise copy instead of memberwise copy.
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* This is important because the padding bytes are included in the hash and comparison between
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* objects.
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*/
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union {
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T state;
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};
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HashableStruct() {
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// Memset structure to zero padding bits, so that they will be deterministic when hashing
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std::memset(&state, 0, sizeof(T));
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}
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bool operator==(const HashableStruct<T>& o) const {
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return std::memcmp(&state, &o.state, sizeof(T)) == 0;
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};
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bool operator!=(const HashableStruct<T>& o) const {
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return !(*this == o);
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};
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size_t Hash() const {
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return Common::ComputeStructHash64(state);
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}
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};
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} // namespace Common
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@ -65,8 +65,6 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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PicaShaderConfig res;
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auto& state = res.state;
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// Memset structure to zero padding bits, so that they will be deterministic when hashing
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std::memset(&state, 0, sizeof(PicaShaderConfig::State));
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state.scissor_test_mode = regs.rasterizer.scissor_test.mode;
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@ -24,36 +24,6 @@ enum Attributes {
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ATTRIBUTE_VIEW,
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};
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/**
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* This struct contains all state used to generate the GLSL shader program that emulates the current
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* Pica register configuration. This struct is used as a cache key for generated GLSL shader
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* programs. The functions in gl_shader_gen.cpp should retrieve state from this struct only, not by
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* directly accessing Pica registers. This should reduce the risk of bugs in shader generation where
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* Pica state is not being captured in the shader cache key, thereby resulting in (what should be)
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* two separate shaders sharing the same key.
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*
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* We use a union because "implicitly-defined copy/move constructor for a union X copies the object
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* representation of X." and "implicitly-defined copy assignment operator for a union X copies the
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* object representation (3.9) of X." = Bytewise copy instead of memberwise copy. This is important
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* because the padding bytes are included in the hash and comparison between objects.
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*/
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union PicaShaderConfig {
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/// Construct a PicaShaderConfig with the given Pica register configuration.
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static PicaShaderConfig BuildFromRegs(const Pica::Regs& regs);
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bool TevStageUpdatesCombinerBufferColor(unsigned stage_index) const {
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return (stage_index < 4) && (state.combiner_buffer_input & (1 << stage_index));
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}
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bool TevStageUpdatesCombinerBufferAlpha(unsigned stage_index) const {
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return (stage_index < 4) && ((state.combiner_buffer_input >> 4) & (1 << stage_index));
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}
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bool operator==(const PicaShaderConfig& o) const {
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return std::memcmp(&state, &o.state, sizeof(PicaShaderConfig::State)) == 0;
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};
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// NOTE: MSVC15 (Update 2) doesn't think `delete`'d constructors and operators are TC.
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// This makes BitField not TC when used in a union or struct so we have to resort
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// to this ugly hack.
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@ -75,7 +45,7 @@ union PicaShaderConfig {
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}
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};
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struct State {
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struct PicaShaderConfigState {
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Pica::FramebufferRegs::CompareFunc alpha_test_func;
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Pica::RasterizerRegs::ScissorMode scissor_test_mode;
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Pica::TexturingRegs::TextureConfig::TextureType texture0_type;
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@ -128,8 +98,28 @@ union PicaShaderConfig {
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u32 lut_offset;
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Pica::TexturingRegs::ProcTexFilter lut_filter;
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} proctex;
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};
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} state;
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/**
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* This struct contains all state used to generate the GLSL shader program that emulates the current
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* Pica register configuration. This struct is used as a cache key for generated GLSL shader
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* programs. The functions in gl_shader_gen.cpp should retrieve state from this struct only, not by
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* directly accessing Pica registers. This should reduce the risk of bugs in shader generation where
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* Pica state is not being captured in the shader cache key, thereby resulting in (what should be)
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* two separate shaders sharing the same key.
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*/
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struct PicaShaderConfig : Common::HashableStruct<PicaShaderConfigState> {
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/// Construct a PicaShaderConfig with the given Pica register configuration.
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static PicaShaderConfig BuildFromRegs(const Pica::Regs& regs);
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bool TevStageUpdatesCombinerBufferColor(unsigned stage_index) const {
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return (stage_index < 4) && (state.combiner_buffer_input & (1 << stage_index));
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}
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bool TevStageUpdatesCombinerBufferAlpha(unsigned stage_index) const {
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return (stage_index < 4) && ((state.combiner_buffer_input >> 4) & (1 << stage_index));
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}
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};
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/**
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@ -152,7 +142,7 @@ namespace std {
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template <>
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struct hash<GLShader::PicaShaderConfig> {
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size_t operator()(const GLShader::PicaShaderConfig& k) const {
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return Common::ComputeStructHash64(k.state);
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return k.Hash();
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}
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};
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} // namespace std
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