Initial work
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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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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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private const int StorageDescsBaseOffset = 0x44; // In words.
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private const int UbeStorageDescsBaseOffset = 0x84; // In words.
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private const int UbeStorageMaxCount = 14;
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private const int StorageDescSize = 4; // In words.
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private const int StorageMaxCount = 16;
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private const int StorageDescsSize = StorageDescSize * StorageMaxCount;
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public static void RunPass(BasicBlock block, ShaderStage stage)
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{
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int sbStart = GetStorageBaseCbOffset(stage);
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int sbEnd = sbStart + StorageDescsSize;
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// This one is only used on compute shaders.
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// Compute shaders uses two separate sets of storage.
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int ubeSbStart = UbeStorageDescsBaseOffset;
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int ubeSbEnd = UbeStorageDescsBaseOffset + StorageDescSize * UbeStorageMaxCount;
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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 (operation.Inst == Instruction.LoadGlobal ||
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operation.Inst == Instruction.StoreGlobal)
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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 && stage == ShaderStage.Compute)
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{
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storageIndex = SearchForStorageBase(asgOperation, ubeSbStart, ubeSbEnd);
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}*/
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if (storageIndex >= 0)
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{
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node = ReplaceGlobalWithStorage(node, 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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private static LinkedListNode<INode> ReplaceGlobalWithStorage(LinkedListNode<INode> node, int storageIndex)
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{
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Operation operation = (Operation)node.Value;
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Operation storageOp;
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if (operation.Inst == Instruction.LoadGlobal)
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{
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Operand source = operation.GetSource(0);
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storageOp = new Operation(Instruction.LoadStorage, operation.Dest, Const(storageIndex), source);
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}
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else
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{
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Operand src1 = operation.GetSource(0);
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Operand src2 = operation.GetSource(1);
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storageOp = new Operation(Instruction.StoreStorage, null, Const(storageIndex), src1, src2);
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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.AddAfter(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 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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private static int GetStorageBaseCbOffset(ShaderStage stage)
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{
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switch (stage)
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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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}
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}
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}
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