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Implement shader storage buffer operations using new Load/Store instructions (#4993)
* Implement storage buffer operations using new Load/Store instruction * Extend GenerateMultiTargetStorageOp to also match access with constant offset, and log and comments * Remove now unused code * Catch more complex cases of global memory usage * Shader cache version bump * Extend global access elimination to work with more shared memory cases * Change alignment requirement from 16 bytes to 8 bytes, handle cases where we need more than 16 storage buffers * Tweak preferencing to catch more cases * Enable CB0 elimination even when host storage buffer alignment is > 16 (for Intel) * Fix storage buffer bindings * Simplify some code * Shader cache version bump * Fix typo * Extend global memory elimination to handle shared memory with multiple possible offsets and local memory
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81c9052847
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21c9ac6240
42 changed files with 1468 additions and 1259 deletions
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@ -80,11 +80,6 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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public const int GobAlignment = 64;
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/// <summary>
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/// Expected byte alignment for storage buffers
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/// </summary>
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public const int StorageAlignment = 16;
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/// <summary>
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/// Number of the uniform buffer reserved by the driver to store the storage buffer base addresses.
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/// </summary>
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@ -187,30 +187,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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info = cs.Shaders[0].Info;
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}
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for (int index = 0; index < info.CBuffers.Count; index++)
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{
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BufferDescriptor cb = info.CBuffers[index];
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// NVN uses the "hardware" constant buffer for anything that is less than 8,
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// and those are already bound above.
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// Anything greater than or equal to 8 uses the emulated constant buffers.
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// They are emulated using global memory loads.
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if (cb.Slot < 8)
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{
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continue;
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}
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ulong cbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);
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int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;
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cbDescAddress += (ulong)cbDescOffset;
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SbDescriptor cbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(cbDescAddress);
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_channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
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}
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_channel.BufferManager.SetComputeBufferBindings(cs.Bindings);
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_channel.TextureManager.SetComputeBindings(cs.Bindings);
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@ -222,7 +222,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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private void RecordStorageAlignment(BuffersPerStage buffers, int index, ulong gpuVa)
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{
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bool unaligned = (gpuVa & (Constants.StorageAlignment - 1)) != 0;
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bool unaligned = (gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1)) != 0;
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if (unaligned || HasUnalignedStorageBuffers)
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{
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 5027;
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private const uint CodeGenVersion = 4992;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -92,7 +92,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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int imageBinding = stageIndex * imagesPerStage * 2;
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AddDescriptor(stages, ResourceType.UniformBuffer, UniformSetIndex, uniformBinding, uniformsPerStage);
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AddArrayDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage);
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AddDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage);
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AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, TextureSetIndex, textureBinding, texturesPerStage);
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AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, ImageSetIndex, imageBinding, imagesPerStage);
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@ -133,19 +133,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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AddDescriptor(stages, type2, setIndex, binding + count, count);
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}
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/// <summary>
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/// Adds an array resource to the list of descriptors.
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/// </summary>
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/// <param name="stages">Shader stages where the resource is used</param>
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/// <param name="type">Type of the resource</param>
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/// <param name="setIndex">Descriptor set number where the resource will be bound</param>
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/// <param name="binding">Binding number where the resource will be bound</param>
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/// <param name="count">Number of resources bound at the binding location</param>
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private void AddArrayDescriptor(ResourceStages stages, ResourceType type, int setIndex, int binding, int count)
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{
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_resourceDescriptors[setIndex].Add(new ResourceDescriptor(binding, count, type, stages));
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}
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/// <summary>
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/// Adds buffer usage information to the list of usages.
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/// </summary>
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