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Restrict shader storage buffer search when match fails (#4011)
* Restrict storage buffer search when match fails * Shader cache version bump
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commit
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5 changed files with 38 additions and 5 deletions
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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 FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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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 FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 3957;
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private const uint CodeGenVersion = 4011;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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private const string SharedDataFileName = "shared.data";
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@ -8,14 +8,25 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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{
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static class GlobalToStorage
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static class GlobalToStorage
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{
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{
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public static void RunPass(BasicBlock block, ShaderConfig config)
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public static void RunPass(BasicBlock block, ShaderConfig config, ref int sbUseMask)
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{
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{
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int sbStart = GetStorageBaseCbOffset(config.Stage);
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int sbStart = GetStorageBaseCbOffset(config.Stage);
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int sbEnd = sbStart + StorageDescsSize;
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int sbEnd = sbStart + StorageDescsSize;
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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{
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{
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for (int index = 0; index < node.Value.SourcesCount; index++)
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{
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Operand src = node.Value.GetSource(index);
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int storageIndex = GetStorageIndex(src, sbStart, sbEnd);
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if (storageIndex >= 0)
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{
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sbUseMask |= 1 << storageIndex;
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}
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}
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if (!(node.Value is Operation operation))
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if (!(node.Value is Operation operation))
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{
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{
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continue;
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continue;
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@ -52,6 +63,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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}
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}
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}
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}
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}
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}
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config.SetAccessibleStorageBuffersMask(sbUseMask);
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}
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}
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private static LinkedListNode<INode> ReplaceGlobalWithStorage(BasicBlock block, LinkedListNode<INode> node, ShaderConfig config, int storageIndex)
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private static LinkedListNode<INode> ReplaceGlobalWithStorage(BasicBlock block, LinkedListNode<INode> node, ShaderConfig config, int storageIndex)
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@ -11,14 +11,18 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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{
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RunOptimizationPasses(blocks);
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RunOptimizationPasses(blocks);
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int sbUseMask = 0;
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// Those passes are looking for specific patterns and only needs to run once.
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// Those passes are looking for specific patterns and only needs to run once.
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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{
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GlobalToStorage.RunPass(blocks[blkIndex], config);
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GlobalToStorage.RunPass(blocks[blkIndex], config, ref sbUseMask);
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BindlessToIndexed.RunPass(blocks[blkIndex], config);
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BindlessToIndexed.RunPass(blocks[blkIndex], config);
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BindlessElimination.RunPass(blocks[blkIndex], config);
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BindlessElimination.RunPass(blocks[blkIndex], config);
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}
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}
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config.SetAccessibleStorageBuffersMask(sbUseMask);
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// Run optimizations one last time to remove any code that is now optimizable after above passes.
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// Run optimizations one last time to remove any code that is now optimizable after above passes.
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RunOptimizationPasses(blocks);
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RunOptimizationPasses(blocks);
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}
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}
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@ -2,6 +2,7 @@ using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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using System.Numerics;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
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using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
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@ -88,8 +89,14 @@ namespace Ryujinx.Graphics.Shader.Translation
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Operand sbBaseAddrLow = Const(0);
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Operand sbBaseAddrLow = Const(0);
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Operand sbSlot = Const(0);
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Operand sbSlot = Const(0);
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for (int slot = 0; slot < StorageMaxCount; slot++)
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int sbUseMask = config.AccessibleStorageBuffersMask;
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while (sbUseMask != 0)
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{
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{
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int slot = BitOperations.TrailingZeroCount(sbUseMask);
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sbUseMask &= ~(1 << slot);
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config.SetUsedStorageBuffer(slot, isWrite);
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config.SetUsedStorageBuffer(slot, isWrite);
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int cbOffset = GetStorageCbOffset(config.Stage, slot);
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int cbOffset = GetStorageCbOffset(config.Stage, slot);
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@ -65,6 +65,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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public UInt128 NextInputAttributesComponents { get; private set; }
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public UInt128 NextInputAttributesComponents { get; private set; }
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public UInt128 ThisInputAttributesComponents { get; private set; }
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public UInt128 ThisInputAttributesComponents { get; private set; }
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public int AccessibleStorageBuffersMask { get; private set; }
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private int _usedConstantBuffers;
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private int _usedConstantBuffers;
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private int _usedStorageBuffers;
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private int _usedStorageBuffers;
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private int _usedStorageBuffersWrite;
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private int _usedStorageBuffersWrite;
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@ -98,6 +100,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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GpuAccessor = gpuAccessor;
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GpuAccessor = gpuAccessor;
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Options = options;
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Options = options;
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AccessibleStorageBuffersMask = (1 << GlobalMemory.StorageMaxCount) - 1;
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UsedInputAttributesPerPatch = new HashSet<int>();
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UsedInputAttributesPerPatch = new HashSet<int>();
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UsedOutputAttributesPerPatch = new HashSet<int>();
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UsedOutputAttributesPerPatch = new HashSet<int>();
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@ -400,6 +404,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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UsedFeatures |= flags;
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UsedFeatures |= flags;
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}
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}
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public void SetAccessibleStorageBuffersMask(int mask)
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{
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AccessibleStorageBuffersMask = mask;
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}
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public void SetUsedConstantBuffer(int slot)
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public void SetUsedConstantBuffer(int slot)
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{
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{
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_usedConstantBuffers |= 1 << slot;
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_usedConstantBuffers |= 1 << slot;
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