UberShaderPixel: Use an if trees instead of switch statements on GL

The switch statements in these functions appear to get transformed into
an if..else chain on NVIDIA's OpenGL/Vulkan drivers, resulting in lower
performance than the D3D counterparts. Transforming the switch into a
binary tree of ifs can increase performance by up to 20%.
This commit is contained in:
Stenzek 2017-08-04 20:56:33 +10:00
parent 5767309670
commit f8a64ab1fc

View file

@ -117,17 +117,61 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
out.Write(") {\n");
}
out.Write(" switch (index) {\n");
for (u32 i = 0; i < numTexgen; i++)
if (ApiType == APIType::D3D)
{
out.Write(" case %uu:\n"
" return tex%u;\n",
i, i);
out.Write(" switch (index) {\n");
for (u32 i = 0; i < numTexgen; i++)
{
out.Write(" case %uu:\n"
" return tex%u;\n",
i, i);
}
out.Write(" default:\n"
" return float3(0.0, 0.0, 0.0);\n"
" }\n");
}
out.Write(" default:\n"
" return float3(0.0, 0.0, 0.0);\n"
" }\n"
"}\n\n");
else
{
if (numTexgen > 4)
out.Write(" if (index < 4u) {\n");
if (numTexgen > 2)
out.Write(" if (index < 2u) {\n");
if (numTexgen > 1)
out.Write(" return (index == 0u) ? tex0 : tex1;\n");
else
out.Write(" return (index == 0u) ? tex0 : float3(0.0, 0.0, 0.0);\n");
if (numTexgen > 2)
{
out.Write(" } else {\n"); // >= 2
if (numTexgen > 3)
out.Write(" return (index == 2u) ? tex2 : tex3;\n");
else
out.Write(" return (index == 2u) ? tex2 : float3(0.0, 0.0, 0.0);\n");
out.Write(" }\n");
}
if (numTexgen > 4)
{
out.Write(" } else {\n"); // >= 4 <= 8
if (numTexgen > 6)
out.Write(" if (index < 6u) {\n");
if (numTexgen > 5)
out.Write(" return (index == 4u) ? tex4 : tex5;\n");
else
out.Write(" return (index == 4u) ? tex4 : float3(0.0, 0.0, 0.0);\n");
if (numTexgen > 6)
{
out.Write(" } else {\n"); // >= 6 <= 8
if (numTexgen > 7)
out.Write(" return (index == 6u) ? tex6 : tex7;\n");
else
out.Write(" return (index == 6u) ? tex6 : float3(0.0, 0.0, 0.0);\n");
out.Write(" }\n");
}
out.Write(" }\n");
}
}
out.Write("}\n\n");
}
// =====================
@ -300,32 +344,6 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
" }\n"
"}\n\n");
// =================
// Alpha Compare
// =================
out.Write("// Helper function for Alpha Test\n"
"bool alphaCompare(int a, int b, uint compare) {\n"
" switch (compare) {\n"
" case 0u: // NEVER\n"
" return false;\n"
" case 1u: // LESS\n"
" return a < b;\n"
" case 2u: // EQUAL\n"
" return a == b;\n"
" case 3u: // LEQUAL\n"
" return a <= b;\n"
" case 4u: // GREATER\n"
" return a > b;\n"
" case 5u: // NEQUAL;\n"
" return a != b;\n"
" case 6u: // GEQUAL\n"
" return a >= b;\n"
" case 7u: // ALWAYS\n"
" return true;\n"
" }\n"
"}\n\n");
// =================
// Input Selects
// =================
@ -345,117 +363,266 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
"\n"
"int4 getRasColor(State s, StageState ss, float4 colors_0, float4 colors_1);\n"
"int4 getKonstColor(State s, StageState ss);\n"
"\n"
"int3 selectColorInput(State s, StageState ss, float4 colors_0, float4 colors_1, uint "
"index) {\n"
" switch (index) {\n"
" case 0u: // prev.rgb\n"
" return s.Reg[0].rgb;\n"
" case 1u: // prev.aaa\n"
" return s.Reg[0].aaa;\n"
" case 2u: // c0.rgb\n"
" return s.Reg[1].rgb;\n"
" case 3u: // c0.aaa\n"
" return s.Reg[1].aaa;\n"
" case 4u: // c1.rgb\n"
" return s.Reg[2].rgb;\n"
" case 5u: // c1.aaa\n"
" return s.Reg[2].aaa;\n"
" case 6u: // c2.rgb\n"
" return s.Reg[3].rgb;\n"
" case 7u: // c2.aaa\n"
" return s.Reg[3].aaa;\n"
" case 8u:\n"
" return s.TexColor.rgb;\n"
" case 9u:\n"
" return s.TexColor.aaa;\n"
" case 10u:\n"
" return getRasColor(s, ss, colors_0, colors_1).rgb;\n"
" case 11u:\n"
" return getRasColor(s, ss, colors_0, colors_1).aaa;\n"
" case 12u: // One\n"
" return int3(255, 255, 255);\n"
" case 13u: // Half\n"
" return int3(128, 128, 128);\n"
" case 14u:\n"
" return getKonstColor(s, ss).rgb;\n"
" case 15u: // Zero\n"
" return int3(0, 0, 0);\n"
" }\n"
"}\n"
"\n"
"int selectAlphaInput(State s, StageState ss, float4 colors_0, float4 colors_1, uint "
"index) {\n"
" switch (index) {\n"
" case 0u: // prev.a\n"
" return s.Reg[0].a;\n"
" case 1u: // c0.a\n"
" return s.Reg[1].a;\n"
" case 2u: // c1.a\n"
" return s.Reg[2].a;\n"
" case 3u: // c2.a\n"
" return s.Reg[3].a;\n"
" case 4u:\n"
" return s.TexColor.a;\n"
" case 5u:\n"
" return getRasColor(s, ss, colors_0, colors_1).a;\n"
" case 6u:\n"
" return getKonstColor(s, ss).a;\n"
" case 7u: // Zero\n"
" return 0;\n"
" }\n"
"}\n"
"\n"
"int4 getTevReg(in State s, uint index) {\n"
" switch (index) {\n"
" case 0u: // prev\n"
" return s.Reg[0];\n"
" case 1u: // c0\n"
" return s.Reg[1];\n"
" case 2u: // c1\n"
" return s.Reg[2];\n"
" case 3u: // c2\n"
" return s.Reg[3];\n"
" default: // prev\n"
" return s.Reg[0];\n"
" }\n"
"}\n"
"\n"
"void setRegColor(inout State s, uint index, int3 color) {\n"
" switch (index) {\n"
" case 0u: // prev\n"
" s.Reg[0].rgb = color;\n"
" break;\n"
" case 1u: // c0\n"
" s.Reg[1].rgb = color;\n"
" break;\n"
" case 2u: // c1\n"
" s.Reg[2].rgb = color;\n"
" break;\n"
" case 3u: // c2\n"
" s.Reg[3].rgb = color;\n"
" break;\n"
" }\n"
"}\n"
"\n"
"void setRegAlpha(inout State s, uint index, int alpha) {\n"
" switch (index) {\n"
" case 0u: // prev\n"
" s.Reg[0].a = alpha;\n"
" break;\n"
" case 1u: // c0\n"
" s.Reg[1].a = alpha;\n"
" break;\n"
" case 2u: // c1\n"
" s.Reg[2].a = alpha;\n"
" break;\n"
" case 3u: // c2\n"
" s.Reg[3].a = alpha;\n"
" break;\n"
" }\n"
"}\n"
"\n");
// The switch statements in these functions appear to get transformed into an if..else chain
// on NVIDIA's OpenGL/Vulkan drivers, resulting in lower performance than the D3D counterparts.
// Transforming the switch into a binary tree of ifs can increase performance by up to 20%.
if (ApiType == APIType::D3D)
{
out.Write("// Helper function for Alpha Test\n"
"bool alphaCompare(int a, int b, uint compare) {\n"
" switch (compare) {\n"
" case 0u: // NEVER\n"
" return false;\n"
" case 1u: // LESS\n"
" return a < b;\n"
" case 2u: // EQUAL\n"
" return a == b;\n"
" case 3u: // LEQUAL\n"
" return a <= b;\n"
" case 4u: // GREATER\n"
" return a > b;\n"
" case 5u: // NEQUAL;\n"
" return a != b;\n"
" case 6u: // GEQUAL\n"
" return a >= b;\n"
" case 7u: // ALWAYS\n"
" return true;\n"
" }\n"
"}\n"
"\n"
"int3 selectColorInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
"uint index) {\n"
" switch (index) {\n"
" case 0u: // prev.rgb\n"
" return s.Reg[0].rgb;\n"
" case 1u: // prev.aaa\n"
" return s.Reg[0].aaa;\n"
" case 2u: // c0.rgb\n"
" return s.Reg[1].rgb;\n"
" case 3u: // c0.aaa\n"
" return s.Reg[1].aaa;\n"
" case 4u: // c1.rgb\n"
" return s.Reg[2].rgb;\n"
" case 5u: // c1.aaa\n"
" return s.Reg[2].aaa;\n"
" case 6u: // c2.rgb\n"
" return s.Reg[3].rgb;\n"
" case 7u: // c2.aaa\n"
" return s.Reg[3].aaa;\n"
" case 8u:\n"
" return s.TexColor.rgb;\n"
" case 9u:\n"
" return s.TexColor.aaa;\n"
" case 10u:\n"
" return getRasColor(s, ss, colors_0, colors_1).rgb;\n"
" case 11u:\n"
" return getRasColor(s, ss, colors_0, colors_1).aaa;\n"
" case 12u: // One\n"
" return int3(255, 255, 255);\n"
" case 13u: // Half\n"
" return int3(128, 128, 128);\n"
" case 14u:\n"
" return getKonstColor(s, ss).rgb;\n"
" case 15u: // Zero\n"
" return int3(0, 0, 0);\n"
" }\n"
"}\n"
"\n"
"int selectAlphaInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
"uint index) {\n"
" switch (index) {\n"
" case 0u: // prev.a\n"
" return s.Reg[0].a;\n"
" case 1u: // c0.a\n"
" return s.Reg[1].a;\n"
" case 2u: // c1.a\n"
" return s.Reg[2].a;\n"
" case 3u: // c2.a\n"
" return s.Reg[3].a;\n"
" case 4u:\n"
" return s.TexColor.a;\n"
" case 5u:\n"
" return getRasColor(s, ss, colors_0, colors_1).a;\n"
" case 6u:\n"
" return getKonstColor(s, ss).a;\n"
" case 7u: // Zero\n"
" return 0;\n"
" }\n"
"}\n"
"\n"
"int4 getTevReg(in State s, uint index) {\n"
" switch (index) {\n"
" case 0u: // prev\n"
" return s.Reg[0];\n"
" case 1u: // c0\n"
" return s.Reg[1];\n"
" case 2u: // c1\n"
" return s.Reg[2];\n"
" case 3u: // c2\n"
" return s.Reg[3];\n"
" default: // prev\n"
" return s.Reg[0];\n"
" }\n"
"}\n"
"\n"
"void setRegColor(inout State s, uint index, int3 color) {\n"
" switch (index) {\n"
" case 0u: // prev\n"
" s.Reg[0].rgb = color;\n"
" break;\n"
" case 1u: // c0\n"
" s.Reg[1].rgb = color;\n"
" break;\n"
" case 2u: // c1\n"
" s.Reg[2].rgb = color;\n"
" break;\n"
" case 3u: // c2\n"
" s.Reg[3].rgb = color;\n"
" break;\n"
" }\n"
"}\n"
"\n"
"void setRegAlpha(inout State s, uint index, int alpha) {\n"
" switch (index) {\n"
" case 0u: // prev\n"
" s.Reg[0].a = alpha;\n"
" break;\n"
" case 1u: // c0\n"
" s.Reg[1].a = alpha;\n"
" break;\n"
" case 2u: // c1\n"
" s.Reg[2].a = alpha;\n"
" break;\n"
" case 3u: // c2\n"
" s.Reg[3].a = alpha;\n"
" break;\n"
" }\n"
"}\n"
"\n");
}
else
{
out.Write(
"// Helper function for Alpha Test\n"
"bool alphaCompare(int a, int b, uint compare) {\n"
" if (compare < 4u) {\n"
" if (compare < 2u) {\n"
" return (compare == 0u) ? (false) : (a < b);\n"
" } else {\n"
" return (compare == 2u) ? (a == b) : (a <= b);\n"
" }\n"
" } else {\n"
" if (compare < 6u) {\n"
" return (compare == 4u) ? (a > b) : (a != b);\n"
" } else {\n"
" return (compare == 6u) ? (a >= b) : (true);\n"
" }\n"
" }\n"
"}\n"
"\n"
"int3 selectColorInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
"uint index) {\n"
" if (index < 8u) {\n"
" if (index < 4u) {\n"
" if (index < 2u) {\n"
" return (index == 0u) ? s.Reg[0].rgb : s.Reg[0].aaa;\n"
" } else {\n"
" return (index == 2u) ? s.Reg[1].rgb : s.Reg[1].aaa;\n"
" }\n"
" } else {\n"
" if (index < 6u) {\n"
" return (index == 4u) ? s.Reg[2].rgb : s.Reg[2].aaa;\n"
" } else {\n"
" return (index == 6u) ? s.Reg[3].rgb : s.Reg[3].aaa;\n"
" }\n"
" }\n"
" } else {\n"
" if (index < 12u) {\n"
" if (index < 10u) {\n"
" return (index == 8u) ? s.TexColor.rgb : s.TexColor.aaa;\n"
" } else {\n"
" int4 ras = getRasColor(s, ss, colors_0, colors_1);\n"
" return (index == 10u) ? ras.rgb : ras.aaa;\n"
" }\n"
" } else {\n"
" if (index < 14u) {\n"
" return (index == 12u) ? int3(255, 255, 255) : int3(128, 128, 128);\n"
" } else {\n"
" return (index == 14u) ? getKonstColor(s, ss).rgb : int3(0, 0, 0);\n"
" }\n"
" }\n"
" }\n"
"}\n"
"\n"
"int selectAlphaInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
"uint index) {\n"
" if (index < 4u) {\n"
" if (index < 2u) {\n"
" return (index == 0u) ? s.Reg[0].a : s.Reg[1].a;\n"
" } else {\n"
" return (index == 2u) ? s.Reg[2].a : s.Reg[3].a;\n"
" }\n"
" } else {\n"
" if (index < 6u) {\n"
" return (index == 4u) ? s.TexColor.a : getRasColor(s, ss, colors_0, colors_1).a;\n"
" } else {\n"
" return (index == 6u) ? getKonstColor(s, ss).a : 0;\n"
" }\n"
" }\n"
"}\n"
"\n"
"int4 getTevReg(in State s, uint index) {\n"
" if (index < 2u) {\n"
" if (index == 0u) {\n"
" return s.Reg[0];\n"
" } else {\n"
" return s.Reg[1];\n"
" }\n"
" } else {\n"
" if (index == 2u) {\n"
" return s.Reg[2];\n"
" } else {\n"
" return s.Reg[3];\n"
" }\n"
" }\n"
"}\n"
"\n"
"void setRegColor(inout State s, uint index, int3 color) {\n"
" if (index < 2u) {\n"
" if (index == 0u) {\n"
" s.Reg[0].rgb = color;\n"
" } else {\n"
" s.Reg[1].rgb = color;\n"
" }\n"
" } else {\n"
" if (index == 2u) {\n"
" s.Reg[2].rgb = color;\n"
" } else {\n"
" s.Reg[3].rgb = color;\n"
" }\n"
" }\n"
"}\n"
"\n"
"void setRegAlpha(inout State s, uint index, int alpha) {\n"
" if (index < 2u) {\n"
" if (index == 0u) {\n"
" s.Reg[0].a = alpha;\n"
" } else {\n"
" s.Reg[1].a = alpha;\n"
" }\n"
" } else {\n"
" if (index == 2u) {\n"
" s.Reg[2].a = alpha;\n"
" } else {\n"
" s.Reg[3].a = alpha;\n"
" }\n"
" }\n"
"}\n"
"\n");
}
// Since the texture coodinate variables aren't global, we need to pass
// them to the select function in D3D.
if (numTexgen > 0)