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
This commit is contained in:
gdkchan 2023-06-03 20:12:18 -03:00 committed by GitHub
parent 81c9052847
commit 21c9ac6240
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
42 changed files with 1468 additions and 1259 deletions

View file

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