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shader_recompiler: Align SSBO offsets to meet host requirements

We can take advantage of SSBO addresses being passed in a constant bufer to account for the extra alignment requirements in the shader itself.
This commit is contained in:
Billy Laws 2022-11-23 21:30:23 +00:00
parent 3f0985c7b0
commit 8804a4eb23
4 changed files with 11 additions and 6 deletions

View File

@ -223,7 +223,7 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
Optimization::PositionPass(env, program); Optimization::PositionPass(env, program);
Optimization::GlobalMemoryToStorageBufferPass(program); Optimization::GlobalMemoryToStorageBufferPass(program, host_info);
Optimization::TexturePass(env, program, host_info); Optimization::TexturePass(env, program, host_info);
if (Settings::values.resolution_info.active) { if (Settings::values.resolution_info.active) {

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@ -15,6 +15,7 @@ struct HostTranslateInfo {
bool needs_demote_reorder{}; ///< True when the device needs DemoteToHelperInvocation reordered bool needs_demote_reorder{}; ///< True when the device needs DemoteToHelperInvocation reordered
bool support_snorm_render_buffer{}; ///< True when the device supports SNORM render buffers bool support_snorm_render_buffer{}; ///< True when the device supports SNORM render buffers
bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS
u32 min_ssbo_alignment{}; ///< Minimum alignment supported by the device for SSBOs
}; };
} // namespace Shader } // namespace Shader

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@ -11,6 +11,7 @@
#include "shader_recompiler/frontend/ir/breadth_first_search.h" #include "shader_recompiler/frontend/ir/breadth_first_search.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h" #include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/host_translate_info.h"
#include "shader_recompiler/ir_opt/passes.h" #include "shader_recompiler/ir_opt/passes.h"
namespace Shader::Optimization { namespace Shader::Optimization {
@ -402,7 +403,7 @@ void CollectStorageBuffers(IR::Block& block, IR::Inst& inst, StorageInfo& info)
} }
/// Returns the offset in indices (not bytes) for an equivalent storage instruction /// Returns the offset in indices (not bytes) for an equivalent storage instruction
IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer) { IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer, u32 alignment) {
IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)}; IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
IR::U32 offset; IR::U32 offset;
if (const std::optional<LowAddrInfo> low_addr{TrackLowAddress(&inst)}) { if (const std::optional<LowAddrInfo> low_addr{TrackLowAddress(&inst)}) {
@ -415,7 +416,10 @@ IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer
} }
// Subtract the least significant 32 bits from the guest offset. The result is the storage // Subtract the least significant 32 bits from the guest offset. The result is the storage
// buffer offset in bytes. // buffer offset in bytes.
const IR::U32 low_cbuf{ir.GetCbuf(ir.Imm32(buffer.index), ir.Imm32(buffer.offset))}; IR::U32 low_cbuf{ir.GetCbuf(ir.Imm32(buffer.index), ir.Imm32(buffer.offset))};
// Align the offset base to match the host alignment requirements
low_cbuf = ir.BitwiseAnd(low_cbuf, ir.Imm32(~(alignment - 1U)));
return ir.ISub(offset, low_cbuf); return ir.ISub(offset, low_cbuf);
} }
@ -510,7 +514,7 @@ void Replace(IR::Block& block, IR::Inst& inst, const IR::U32& storage_index,
} }
} // Anonymous namespace } // Anonymous namespace
void GlobalMemoryToStorageBufferPass(IR::Program& program) { void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateInfo& host_info) {
StorageInfo info; StorageInfo info;
for (IR::Block* const block : program.post_order_blocks) { for (IR::Block* const block : program.post_order_blocks) {
for (IR::Inst& inst : block->Instructions()) { for (IR::Inst& inst : block->Instructions()) {
@ -534,7 +538,7 @@ void GlobalMemoryToStorageBufferPass(IR::Program& program) {
const IR::U32 index{IR::Value{static_cast<u32>(info.set.index_of(it))}}; const IR::U32 index{IR::Value{static_cast<u32>(info.set.index_of(it))}};
IR::Block* const block{storage_inst.block}; IR::Block* const block{storage_inst.block};
IR::Inst* const inst{storage_inst.inst}; IR::Inst* const inst{storage_inst.inst};
const IR::U32 offset{StorageOffset(*block, *inst, storage_buffer)}; const IR::U32 offset{StorageOffset(*block, *inst, storage_buffer, host_info.min_ssbo_alignment)};
Replace(*block, *inst, index, offset); Replace(*block, *inst, index, offset);
} }
} }

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@ -15,7 +15,7 @@ namespace Shader::Optimization {
void CollectShaderInfoPass(Environment& env, IR::Program& program); void CollectShaderInfoPass(Environment& env, IR::Program& program);
void ConstantPropagationPass(Environment& env, IR::Program& program); void ConstantPropagationPass(Environment& env, IR::Program& program);
void DeadCodeEliminationPass(IR::Program& program); void DeadCodeEliminationPass(IR::Program& program);
void GlobalMemoryToStorageBufferPass(IR::Program& program); void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateInfo& host_info);
void IdentityRemovalPass(IR::Program& program); void IdentityRemovalPass(IR::Program& program);
void LowerFp16ToFp32(IR::Program& program); void LowerFp16ToFp32(IR::Program& program);
void LowerInt64ToInt32(IR::Program& program); void LowerInt64ToInt32(IR::Program& program);