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
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42 changed files with 1468 additions and 1259 deletions

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@ -70,30 +70,6 @@ namespace Ryujinx.Graphics.Vulkan
}
}
public unsafe void UpdateStorageBuffers(int setIndex, int baseBinding, ReadOnlySpan<DescriptorBufferInfo> bufferInfo)
{
if (bufferInfo.Length == 0)
{
return;
}
fixed (DescriptorBufferInfo* pBufferInfo = bufferInfo)
{
var writeDescriptorSet = new WriteDescriptorSet
{
SType = StructureType.WriteDescriptorSet,
DstSet = _descriptorSets[setIndex],
DstBinding = (uint)(baseBinding & ~(Constants.MaxStorageBuffersPerStage - 1)),
DstArrayElement = (uint)(baseBinding & (Constants.MaxStorageBuffersPerStage - 1)),
DescriptorType = DescriptorType.StorageBuffer,
DescriptorCount = (uint)bufferInfo.Length,
PBufferInfo = pBufferInfo
};
_holder.Api.UpdateDescriptorSets(_holder.Device, 1, writeDescriptorSet, 0, null);
}
}
public unsafe void UpdateImage(int setIndex, int bindingIndex, DescriptorImageInfo imageInfo, DescriptorType type)
{
if (imageInfo.ImageView.Handle != 0UL)