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Fix shaders with global memory access from unknown locations (#4029)
* Fix shaders with global memory access from unknown locations * Shader cache version bump
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8a7de35e3f
commit
de06ffb0f7
2 changed files with 67 additions and 46 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 = 4011;
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private const uint CodeGenVersion = 4029;
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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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@ -21,10 +21,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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{
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BasicBlock block = blocks[blkIndex];
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BasicBlock block = blocks[blkIndex];
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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;)
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{
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{
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if (node.Value is not Operation operation)
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if (node.Value is not Operation operation)
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{
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{
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node = node.Next;
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continue;
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continue;
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}
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}
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@ -43,10 +44,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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}
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}
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}
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if (UsesGlobalMemory(operation.Inst))
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LinkedListNode<INode> nextNode = node.Next;
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{
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node = RewriteGlobalAccess(node, config);
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}
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if (operation is TextureOperation texOp)
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if (operation is TextureOperation texOp)
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{
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{
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@ -59,7 +57,15 @@ namespace Ryujinx.Graphics.Shader.Translation
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node = InsertSnormNormalization(node, config);
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node = InsertSnormNormalization(node, config);
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}
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}
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}
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}
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nextNode = node.Next;
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}
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}
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else if (UsesGlobalMemory(operation.Inst))
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{
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nextNode = RewriteGlobalAccess(node, config)?.Next ?? nextNode;
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}
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node = nextNode;
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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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@ -72,7 +78,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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bool isStg16Or8 = operation.Inst == Instruction.StoreGlobal16 || operation.Inst == Instruction.StoreGlobal8;
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bool isStg16Or8 = operation.Inst == Instruction.StoreGlobal16 || operation.Inst == Instruction.StoreGlobal8;
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bool isWrite = isAtomic || operation.Inst == Instruction.StoreGlobal || isStg16Or8;
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bool isWrite = isAtomic || operation.Inst == Instruction.StoreGlobal || isStg16Or8;
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Operation storageOp;
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Operation storageOp = null;
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Operand PrependOperation(Instruction inst, params Operand[] sources)
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Operand PrependOperation(Instruction inst, params Operand[] sources)
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{
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{
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@ -120,6 +126,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
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sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
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}
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}
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if (sbUseMask != 0)
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{
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Operand alignMask = Const(-config.GpuAccessor.QueryHostStorageBufferOffsetAlignment());
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Operand alignMask = Const(-config.GpuAccessor.QueryHostStorageBufferOffsetAlignment());
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Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
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Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
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@ -164,6 +172,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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storageOp = new Operation(storeInst, null, sources);
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storageOp = new Operation(storeInst, null, sources);
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}
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}
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}
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else if (operation.Dest != null)
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{
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storageOp = new Operation(Instruction.Copy, operation.Dest, Const(0));
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}
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for (int index = 0; index < operation.SourcesCount; index++)
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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{
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@ -171,10 +184,18 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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}
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LinkedListNode<INode> oldNode = node;
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LinkedListNode<INode> oldNode = node;
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LinkedList<INode> oldNodeList = oldNode.List;
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if (storageOp != null)
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{
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node = node.List.AddBefore(node, storageOp);
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node = node.List.AddBefore(node, storageOp);
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}
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else
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{
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node = null;
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}
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node.List.Remove(oldNode);
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oldNodeList.Remove(oldNode);
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return node;
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return node;
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}
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}
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