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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42 changed files with 1468 additions and 1259 deletions
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@ -92,7 +92,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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int imageBinding = stageIndex * imagesPerStage * 2;
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AddDescriptor(stages, ResourceType.UniformBuffer, UniformSetIndex, uniformBinding, uniformsPerStage);
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AddArrayDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage);
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AddDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage);
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AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, TextureSetIndex, textureBinding, texturesPerStage);
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AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, ImageSetIndex, imageBinding, imagesPerStage);
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@ -133,19 +133,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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AddDescriptor(stages, type2, setIndex, binding + count, count);
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}
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/// <summary>
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/// Adds an array resource to the list of descriptors.
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/// </summary>
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/// <param name="stages">Shader stages where the resource is used</param>
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/// <param name="type">Type of the resource</param>
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/// <param name="setIndex">Descriptor set number where the resource will be bound</param>
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/// <param name="binding">Binding number where the resource will be bound</param>
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/// <param name="count">Number of resources bound at the binding location</param>
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private void AddArrayDescriptor(ResourceStages stages, ResourceType type, int setIndex, int binding, int count)
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{
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_resourceDescriptors[setIndex].Add(new ResourceDescriptor(binding, count, type, stages));
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}
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/// <summary>
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/// Adds buffer usage information to the list of usages.
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/// </summary>
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