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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@ -118,6 +118,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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switch (operation.StorageKind)
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{
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case StorageKind.ConstantBuffer:
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case StorageKind.StorageBuffer:
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if (!(operation.GetSource(0) is AstOperand bindingIndex) || bindingIndex.Type != OperandType.Constant)
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{
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throw new InvalidOperationException($"First input of {operation.Inst} with {operation.StorageKind} storage must be a constant operand.");
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@ -128,7 +129,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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throw new InvalidOperationException($"Second input of {operation.Inst} with {operation.StorageKind} storage must be a constant operand.");
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}
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BufferDefinition buffer = context.Config.Properties.ConstantBuffers[bindingIndex.Value];
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BufferDefinition buffer = operation.StorageKind == StorageKind.ConstantBuffer
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? context.Config.Properties.ConstantBuffers[bindingIndex.Value]
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: context.Config.Properties.StorageBuffers[bindingIndex.Value];
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StructureField field = buffer.Type.Fields[fieldIndex.Value];
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return field.Type & AggregateType.ElementTypeMask;
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