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https://github.com/Ryujinx/Ryujinx.git
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b8eb6abecc
* Refactor shader GPU state and memory access * Fix NVDEC project build * Address PR feedback and add missing XML comments
222 lines
8.1 KiB
C#
222 lines
8.1 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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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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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class GlobalToStorage
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{
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public static void RunPass(BasicBlock block, ShaderConfig config)
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{
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int sbStart = GetStorageBaseCbOffset(config.Stage);
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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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{
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if (!(node.Value is Operation operation))
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{
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continue;
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}
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if (UsesGlobalMemory(operation.Inst))
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{
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Operand source = operation.GetSource(0);
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if (source.AsgOp is Operation asgOperation)
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{
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int storageIndex = SearchForStorageBase(asgOperation, sbStart, sbEnd);
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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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}
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private static LinkedListNode<INode> ReplaceGlobalWithStorage(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 GetStorageOffset()
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{
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Operand addrLow = operation.GetSource(0);
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Operand baseAddrLow = Cbuf(0, GetStorageCbOffset(config.Stage, storageIndex));
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Operand baseAddrTrunc = Local();
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Operand alignMask = Const(-config.GpuAccessor.QueryStorageBufferOffsetAlignment());
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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(storageIndex);
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sources[1] = GetStorageOffset();
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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 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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storageOp = new Operation(inst, operation.Dest, sources);
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}
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else if (operation.Inst == Instruction.LoadGlobal)
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{
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storageOp = new Operation(Instruction.LoadStorage, operation.Dest, sources);
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}
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else
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{
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storageOp = new Operation(Instruction.StoreStorage, null, sources);
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}
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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, storageOp);
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node.List.Remove(oldNode);
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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.GpuAccessor.QueryStorageBufferOffsetAlignment());
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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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assignments.Enqueue(operation);
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while (assignments.TryDequeue(out operation))
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{
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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Operand source = operation.GetSource(index);
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if (source.Type == OperandType.ConstantBuffer)
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{
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int slot = source.GetCbufSlot();
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int offset = source.GetCbufOffset();
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if (slot == 0 && offset >= sbStart && offset < sbEnd)
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{
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int storageIndex = (offset - sbStart) / StorageDescSize;
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return storageIndex;
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}
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}
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if (source.AsgOp is Operation asgOperation)
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{
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assignments.Enqueue(asgOperation);
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}
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}
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}
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return -1;
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}
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}
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} |