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Merge pull request #9588 from liamwhite/bylaws-reverts
Revert "shader_recompiler: Align SSBO offsets to meet host requirements"
This commit is contained in:
commit
a4d0663158
10 changed files with 9 additions and 34 deletions
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@ -292,7 +292,7 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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Optimization::PositionPass(env, program);
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Optimization::PositionPass(env, program);
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Optimization::GlobalMemoryToStorageBufferPass(program, host_info);
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Optimization::GlobalMemoryToStorageBufferPass(program);
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Optimization::TexturePass(env, program, host_info);
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Optimization::TexturePass(env, program, host_info);
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if (Settings::values.resolution_info.active) {
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if (Settings::values.resolution_info.active) {
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@ -15,7 +15,6 @@ struct HostTranslateInfo {
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bool needs_demote_reorder{}; ///< True when the device needs DemoteToHelperInvocation reordered
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bool needs_demote_reorder{}; ///< True when the device needs DemoteToHelperInvocation reordered
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bool support_snorm_render_buffer{}; ///< True when the device supports SNORM render buffers
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bool support_snorm_render_buffer{}; ///< True when the device supports SNORM render buffers
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bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS
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bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS
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u32 min_ssbo_alignment{}; ///< Minimum alignment supported by the device for SSBOs
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bool support_geometry_shader_passthrough{}; ///< True when the device supports geometry
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bool support_geometry_shader_passthrough{}; ///< True when the device supports geometry
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///< passthrough shaders
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///< passthrough shaders
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};
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};
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@ -11,7 +11,6 @@
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#include "shader_recompiler/frontend/ir/breadth_first_search.h"
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#include "shader_recompiler/frontend/ir/breadth_first_search.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/host_translate_info.h"
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#include "shader_recompiler/ir_opt/passes.h"
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Optimization {
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namespace Shader::Optimization {
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@ -403,7 +402,7 @@ void CollectStorageBuffers(IR::Block& block, IR::Inst& inst, StorageInfo& info)
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}
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}
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/// Returns the offset in indices (not bytes) for an equivalent storage instruction
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/// Returns the offset in indices (not bytes) for an equivalent storage instruction
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IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer, u32 alignment) {
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IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer) {
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IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
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IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
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IR::U32 offset;
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IR::U32 offset;
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if (const std::optional<LowAddrInfo> low_addr{TrackLowAddress(&inst)}) {
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if (const std::optional<LowAddrInfo> low_addr{TrackLowAddress(&inst)}) {
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@ -416,10 +415,7 @@ IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer
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}
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}
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// Subtract the least significant 32 bits from the guest offset. The result is the storage
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// Subtract the least significant 32 bits from the guest offset. The result is the storage
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// buffer offset in bytes.
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// buffer offset in bytes.
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IR::U32 low_cbuf{ir.GetCbuf(ir.Imm32(buffer.index), ir.Imm32(buffer.offset))};
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const IR::U32 low_cbuf{ir.GetCbuf(ir.Imm32(buffer.index), ir.Imm32(buffer.offset))};
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// Align the offset base to match the host alignment requirements
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low_cbuf = ir.BitwiseAnd(low_cbuf, ir.Imm32(~(alignment - 1U)));
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return ir.ISub(offset, low_cbuf);
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return ir.ISub(offset, low_cbuf);
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}
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}
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@ -514,7 +510,7 @@ void Replace(IR::Block& block, IR::Inst& inst, const IR::U32& storage_index,
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}
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}
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} // Anonymous namespace
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} // Anonymous namespace
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void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateInfo& host_info) {
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void GlobalMemoryToStorageBufferPass(IR::Program& program) {
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StorageInfo info;
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StorageInfo info;
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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for (IR::Inst& inst : block->Instructions()) {
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@ -538,8 +534,7 @@ void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateIn
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const IR::U32 index{IR::Value{static_cast<u32>(info.set.index_of(it))}};
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const IR::U32 index{IR::Value{static_cast<u32>(info.set.index_of(it))}};
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IR::Block* const block{storage_inst.block};
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IR::Block* const block{storage_inst.block};
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IR::Inst* const inst{storage_inst.inst};
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IR::Inst* const inst{storage_inst.inst};
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const IR::U32 offset{
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const IR::U32 offset{StorageOffset(*block, *inst, storage_buffer)};
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StorageOffset(*block, *inst, storage_buffer, host_info.min_ssbo_alignment)};
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Replace(*block, *inst, index, offset);
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Replace(*block, *inst, index, offset);
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}
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}
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}
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}
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@ -15,7 +15,7 @@ namespace Shader::Optimization {
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void CollectShaderInfoPass(Environment& env, IR::Program& program);
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void CollectShaderInfoPass(Environment& env, IR::Program& program);
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void ConstantPropagationPass(Environment& env, IR::Program& program);
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void ConstantPropagationPass(Environment& env, IR::Program& program);
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void DeadCodeEliminationPass(IR::Program& program);
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void DeadCodeEliminationPass(IR::Program& program);
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void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateInfo& host_info);
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void GlobalMemoryToStorageBufferPass(IR::Program& program);
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void IdentityRemovalPass(IR::Program& program);
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void IdentityRemovalPass(IR::Program& program);
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void LowerFp16ToFp32(IR::Program& program);
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void LowerFp16ToFp32(IR::Program& program);
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void LowerInt64ToInt32(IR::Program& program);
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void LowerInt64ToInt32(IR::Program& program);
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@ -1938,21 +1938,14 @@ typename BufferCache<P>::Binding BufferCache<P>::StorageBufferBinding(GPUVAddr s
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bool is_written) const {
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bool is_written) const {
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const GPUVAddr gpu_addr = gpu_memory->Read<u64>(ssbo_addr);
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const GPUVAddr gpu_addr = gpu_memory->Read<u64>(ssbo_addr);
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const u32 size = gpu_memory->Read<u32>(ssbo_addr + 8);
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const u32 size = gpu_memory->Read<u32>(ssbo_addr + 8);
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const u32 alignment = runtime.GetStorageBufferAlignment();
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const std::optional<VAddr> cpu_addr = gpu_memory->GpuToCpuAddress(gpu_addr);
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const GPUVAddr aligned_gpu_addr = Common::AlignDown(gpu_addr, alignment);
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const u32 aligned_size =
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Common::AlignUp(static_cast<u32>(gpu_addr - aligned_gpu_addr) + size, alignment);
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const std::optional<VAddr> cpu_addr = gpu_memory->GpuToCpuAddress(aligned_gpu_addr);
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if (!cpu_addr || size == 0) {
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if (!cpu_addr || size == 0) {
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return NULL_BINDING;
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return NULL_BINDING;
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}
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}
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const VAddr cpu_end = Common::AlignUp(*cpu_addr + size, Core::Memory::YUZU_PAGESIZE);
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const VAddr cpu_end = Common::AlignUp(*cpu_addr + aligned_size, Core::Memory::YUZU_PAGESIZE);
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const Binding binding{
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const Binding binding{
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.cpu_addr = *cpu_addr,
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.cpu_addr = *cpu_addr,
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.size = is_written ? aligned_size : static_cast<u32>(cpu_end - *cpu_addr),
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.size = is_written ? size : static_cast<u32>(cpu_end - *cpu_addr),
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.buffer_id = BufferId{},
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.buffer_id = BufferId{},
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};
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};
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return binding;
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return binding;
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@ -160,10 +160,6 @@ public:
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return device.CanReportMemoryUsage();
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return device.CanReportMemoryUsage();
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}
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}
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u32 GetStorageBufferAlignment() const {
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return static_cast<u32>(device.GetShaderStorageBufferAlignment());
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}
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private:
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private:
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static constexpr std::array PABO_LUT{
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static constexpr std::array PABO_LUT{
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GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV, GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV,
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GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV, GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV,
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@ -236,7 +236,6 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
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.needs_demote_reorder = device.IsAmd(),
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.needs_demote_reorder = device.IsAmd(),
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.support_snorm_render_buffer = false,
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.support_snorm_render_buffer = false,
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.support_viewport_index_layer = device.HasVertexViewportLayer(),
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.support_viewport_index_layer = device.HasVertexViewportLayer(),
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.min_ssbo_alignment = static_cast<u32>(device.GetShaderStorageBufferAlignment()),
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.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
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.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
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} {
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} {
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if (use_asynchronous_shaders) {
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if (use_asynchronous_shaders) {
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@ -330,10 +330,6 @@ bool BufferCacheRuntime::CanReportMemoryUsage() const {
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return device.CanReportMemoryUsage();
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return device.CanReportMemoryUsage();
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}
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}
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u32 BufferCacheRuntime::GetStorageBufferAlignment() const {
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return static_cast<u32>(device.GetStorageBufferAlignment());
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}
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void BufferCacheRuntime::Finish() {
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void BufferCacheRuntime::Finish() {
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scheduler.Finish();
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scheduler.Finish();
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}
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}
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@ -73,8 +73,6 @@ public:
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bool CanReportMemoryUsage() const;
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bool CanReportMemoryUsage() const;
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u32 GetStorageBufferAlignment() const;
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[[nodiscard]] StagingBufferRef UploadStagingBuffer(size_t size);
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[[nodiscard]] StagingBufferRef UploadStagingBuffer(size_t size);
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[[nodiscard]] StagingBufferRef DownloadStagingBuffer(size_t size);
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[[nodiscard]] StagingBufferRef DownloadStagingBuffer(size_t size);
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@ -344,7 +344,6 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, const Device& device
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driver_id == VK_DRIVER_ID_AMD_PROPRIETARY || driver_id == VK_DRIVER_ID_AMD_OPEN_SOURCE,
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driver_id == VK_DRIVER_ID_AMD_PROPRIETARY || driver_id == VK_DRIVER_ID_AMD_OPEN_SOURCE,
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.support_snorm_render_buffer = true,
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.support_snorm_render_buffer = true,
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.support_viewport_index_layer = device.IsExtShaderViewportIndexLayerSupported(),
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.support_viewport_index_layer = device.IsExtShaderViewportIndexLayerSupported(),
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.min_ssbo_alignment = static_cast<u32>(device.GetStorageBufferAlignment()),
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.support_geometry_shader_passthrough = device.IsNvGeometryShaderPassthroughSupported(),
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.support_geometry_shader_passthrough = device.IsNvGeometryShaderPassthroughSupported(),
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};
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};
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