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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@ -24,7 +24,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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public int InputVertices { get; }
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public Dictionary<int, Instruction> ConstantBuffers { get; } = new Dictionary<int, Instruction>();
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public Instruction StorageBuffersArray { get; set; }
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public Dictionary<int, Instruction> StorageBuffers { get; } = new Dictionary<int, Instruction>();
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public Instruction LocalMemory { get; set; }
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public Instruction SharedMemory { get; set; }
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public Dictionary<TextureMeta, SamplerType> SamplersTypes { get; } = new Dictionary<TextureMeta, SamplerType>();
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@ -308,7 +308,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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if ((type & AggregateType.Array) != 0)
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{
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return TypeArray(GetType(type & ~AggregateType.Array), Constant(TypeU32(), length));
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if (length > 0)
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{
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return TypeArray(GetType(type & ~AggregateType.Array), Constant(TypeU32(), length));
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}
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else
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{
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return TypeRuntimeArray(GetType(type & ~AggregateType.Array));
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}
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}
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else if ((type & AggregateType.ElementCountMask) != 0)
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{
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