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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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@ -7,17 +7,15 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class Optimizer
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{
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public static void RunPass(BasicBlock[] blocks, ShaderConfig config)
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public static void RunPass(HelperFunctionManager hfm, BasicBlock[] blocks, ShaderConfig config)
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{
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RunOptimizationPasses(blocks, config);
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int sbUseMask = 0;
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int ubeUseMask = 0;
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GlobalToStorage.RunPass(hfm, blocks, config);
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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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{
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GlobalToStorage.RunPass(blocks[blkIndex], config, ref sbUseMask, ref ubeUseMask);
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BindlessToIndexed.RunPass(blocks[blkIndex], config);
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BindlessElimination.RunPass(blocks[blkIndex], config);
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@ -28,8 +26,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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}
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}
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config.SetAccessibleBufferMasks(sbUseMask, ubeUseMask);
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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, config);
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}
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