Remove barrier on Intel if control flow is potentially divergent (#5044)
* Remove barrier on Intel if control flow is potentially divergent * Shader cache version bump
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10 changed files with 64 additions and 8 deletions
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@ -242,6 +242,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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private static OperationResult GenerateBarrier(CodeGenContext context, AstOperation operation)
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{
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// Barrier on divergent control flow paths may cause the GPU to hang,
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// so skip emitting the barrier for those cases.
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if (!context.Config.GpuAccessor.QueryHostSupportsShaderBarrierDivergence() &&
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(context.CurrentBlock.Type != AstBlockType.Main || context.MayHaveReturned || !context.IsMainFunction))
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{
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context.Config.GpuAccessor.Log($"Shader has barrier on potentially divergent block, the barrier will be removed.");
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return OperationResult.Invalid;
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}
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context.ControlBarrier(
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context.Constant(context.TypeU32(), Scope.Workgroup),
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context.Constant(context.TypeU32(), Scope.Workgroup),
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@ -1092,6 +1102,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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private static OperationResult GenerateReturn(CodeGenContext context, AstOperation operation)
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{
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context.MayHaveReturned = true;
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if (operation.SourcesCount != 0)
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{
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context.ReturnValue(context.Get(context.CurrentFunction.ReturnType, operation.GetSource(0)));
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