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https://github.com/GreemDev/Ryujinx
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Support compute uniform buffers emulated with global memory (#924)
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2e6080ccbb
commit
7e4d986a73
5 changed files with 133 additions and 16 deletions
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@ -8,11 +8,18 @@ namespace Ryujinx.Graphics.Gpu
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/// <summary>
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/// Maximum number of compute uniform buffers.
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/// </summary>
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public const int TotalCpUniformBuffers = 8;
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/// <remarks>
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/// This does not reflect the hardware count, the API will emulate some constant buffers using
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/// global memory to make up for the low amount of compute constant buffers supported by hardware (only 8).
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/// </remarks>
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public const int TotalCpUniformBuffers = 17; // 8 hardware constant buffers + 9 emulated (14 available to the user).
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/// <summary>
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/// Maximum number of compute storage buffers (this is an API limitation).
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/// Maximum number of compute storage buffers.
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/// </summary>
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/// <remarks>
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/// The maximum number of storage buffers is API limited, the hardware supports a unlimited amount.
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/// </remarks>
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public const int TotalCpStorageBuffers = 16;
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/// <summary>
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@ -21,8 +28,11 @@ namespace Ryujinx.Graphics.Gpu
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public const int TotalGpUniformBuffers = 18;
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/// <summary>
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/// Maximum number of graphics storage buffers (this is an API limitation).
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/// Maximum number of graphics storage buffers.
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/// </summary>
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/// <remarks>
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/// The maximum number of storage buffers is API limited, the hardware supports a unlimited amount.
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/// </remarks>
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public const int TotalGpStorageBuffers = 16;
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/// <summary>
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@ -69,6 +69,34 @@ namespace Ryujinx.Graphics.Gpu.Engine
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BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
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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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ubEnableMask |= 1u << cb.Slot;
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ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
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int cbDescOffset = 0x260 + cb.Slot * 0x10;
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cbDescAddress += (ulong)cbDescOffset;
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ReadOnlySpan<byte> cbDescriptorData = _context.PhysicalMemory.GetSpan(cbDescAddress, 0x10);
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SbDescriptor cbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(cbDescriptorData)[0];
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BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
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}
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for (int index = 0; index < info.SBuffers.Count; index++)
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{
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BufferDescriptor sb = info.SBuffers[index];
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@ -11,6 +11,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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public const int StorageDescsSize = StorageDescSize * StorageMaxCount;
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public const int UbeBaseOffset = 0x98; // In words.
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public const int UbeMaxCount = 9;
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public const int UbeDescsSize = StorageDescSize * UbeMaxCount;
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public const int UbeFirstCbuf = 8;
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public static bool UsesGlobalMemory(Instruction inst)
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{
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return (inst.IsAtomic() && IsGlobalMr(inst)) ||
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@ -30,17 +35,16 @@ namespace Ryujinx.Graphics.Shader.Translation
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public static int GetStorageBaseCbOffset(ShaderStage stage)
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{
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switch (stage)
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return stage switch
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{
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case ShaderStage.Compute: return StorageDescsBaseOffset + 2 * StorageDescsSize;
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case ShaderStage.Vertex: return StorageDescsBaseOffset;
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case ShaderStage.TessellationControl: return StorageDescsBaseOffset + 1 * StorageDescsSize;
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case ShaderStage.TessellationEvaluation: return StorageDescsBaseOffset + 2 * StorageDescsSize;
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case ShaderStage.Geometry: return StorageDescsBaseOffset + 3 * StorageDescsSize;
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case ShaderStage.Fragment: return StorageDescsBaseOffset + 4 * StorageDescsSize;
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}
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return 0;
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ShaderStage.Compute => StorageDescsBaseOffset + 2 * StorageDescsSize,
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ShaderStage.Vertex => StorageDescsBaseOffset,
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ShaderStage.TessellationControl => StorageDescsBaseOffset + 1 * StorageDescsSize,
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ShaderStage.TessellationEvaluation => StorageDescsBaseOffset + 2 * StorageDescsSize,
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ShaderStage.Geometry => StorageDescsBaseOffset + 3 * StorageDescsSize,
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ShaderStage.Fragment => StorageDescsBaseOffset + 4 * StorageDescsSize,
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_ => 0
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};
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}
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}
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}
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@ -81,7 +81,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
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Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, Const(-64));
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Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
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Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
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Operand wordOffset = PrependOperation(Instruction.ShiftRightU32, byteOffset, Const(2));
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@ -31,8 +31,27 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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if (storageIndex >= 0)
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{
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// Storage buffers are implemented using global memory access.
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// If we know from where the base address of the access is loaded,
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// we can guess which storage buffer it is accessing.
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// We can then replace the global memory access with a storage
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// buffer access.
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node = ReplaceGlobalWithStorage(node, config, storageIndex);
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}
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else if (config.Stage == ShaderStage.Compute && operation.Inst == Instruction.LoadGlobal)
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{
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// Here we effectively try to replace a LDG instruction with LDC.
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// The hardware only supports a limited amount of constant buffers
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// so NVN "emulates" more constant buffers using global memory access.
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// Here we try to replace the global access back to a constant buffer
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// load.
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storageIndex = SearchForStorageBase(asgOperation, UbeBaseOffset, UbeBaseOffset + UbeDescsSize);
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if (storageIndex >= 0)
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{
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node = ReplaceLdgWithLdc(node, config, storageIndex);
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}
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}
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}
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}
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}
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@ -42,8 +61,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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Operation operation = (Operation)node.Value;
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Operation storageOp;
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Operand GetStorageOffset()
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{
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Operand addrLow = operation.GetSource(0);
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@ -80,6 +97,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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sources[index] = operation.GetSource(index);
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}
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Operation storageOp;
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if (operation.Inst.IsAtomic())
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{
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Instruction inst = (operation.Inst & ~Instruction.MrMask) | Instruction.MrStorage;
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@ -109,6 +128,62 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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return node;
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}
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private static LinkedListNode<INode> ReplaceLdgWithLdc(LinkedListNode<INode> node, ShaderConfig config, int storageIndex)
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{
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Operation operation = (Operation)node.Value;
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Operand GetCbufOffset()
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{
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Operand addrLow = operation.GetSource(0);
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Operand baseAddrLow = Cbuf(0, UbeBaseOffset + storageIndex * StorageDescSize);
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Operand baseAddrTrunc = Local();
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Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
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Operation andOp = new Operation(Instruction.BitwiseAnd, baseAddrTrunc, baseAddrLow, alignMask);
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node.List.AddBefore(node, andOp);
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Operand byteOffset = Local();
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Operand wordOffset = Local();
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Operation subOp = new Operation(Instruction.Subtract, byteOffset, addrLow, baseAddrTrunc);
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Operation shrOp = new Operation(Instruction.ShiftRightU32, wordOffset, byteOffset, Const(2));
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node.List.AddBefore(node, subOp);
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node.List.AddBefore(node, shrOp);
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return wordOffset;
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}
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Operand[] sources = new Operand[operation.SourcesCount];
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sources[0] = Const(UbeFirstCbuf + storageIndex);
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sources[1] = GetCbufOffset();
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for (int index = 2; index < operation.SourcesCount; index++)
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{
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sources[index] = operation.GetSource(index);
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}
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Operation ldcOp = new Operation(Instruction.LoadConstant, operation.Dest, sources);
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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operation.SetSource(index, null);
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}
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LinkedListNode<INode> oldNode = node;
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node = node.List.AddBefore(node, ldcOp);
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node.List.Remove(oldNode);
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return node;
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}
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private static int SearchForStorageBase(Operation operation, int sbStart, int sbEnd)
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{
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Queue<Operation> assignments = new Queue<Operation>();
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