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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@ -448,14 +448,7 @@ namespace Ryujinx.Graphics.Vulkan
}
ReadOnlySpan<DescriptorBufferInfo> storageBuffers = _storageBuffers;
if (program.HasMinimalLayout)
{
dsc.UpdateBuffers(0, binding, storageBuffers.Slice(binding, count), DescriptorType.StorageBuffer);
}
else
{
dsc.UpdateStorageBuffers(0, binding, storageBuffers.Slice(binding, count));
}
dsc.UpdateBuffers(0, binding, storageBuffers.Slice(binding, count), DescriptorType.StorageBuffer);
}
else if (setIndex == PipelineBase.TextureSetIndex)
{