GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847)

* Eliminate CB0 accesses

Still some work to do, decouple from hle?

* Forgot the important part somehow

* Fix and improve alignment test

* Address Feedback

* Remove some complexity when checking storage buffer alignment

* Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
This commit is contained in:
riperiperi 2022-11-17 17:47:41 +00:00 committed by GitHub
parent 391e08dd27
commit 33a4d7d1ba
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16 changed files with 317 additions and 68 deletions

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@ -203,12 +203,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
GpuChannelComputeState computeState,
ulong gpuVa)
{
if (_cpPrograms.TryGetValue(gpuVa, out var cpShader) && IsShaderEqual(channel, poolState, cpShader, gpuVa))
if (_cpPrograms.TryGetValue(gpuVa, out var cpShader) && IsShaderEqual(channel, poolState, computeState, cpShader, gpuVa))
{
return cpShader;
}
if (_computeShaderCache.TryFind(channel, poolState, gpuVa, out cpShader, out byte[] cachedGuestCode))
if (_computeShaderCache.TryFind(channel, poolState, computeState, gpuVa, out cpShader, out byte[] cachedGuestCode))
{
_cpPrograms[gpuVa] = cpShader;
return cpShader;
@ -473,18 +473,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="channel">GPU channel using the shader</param>
/// <param name="poolState">GPU channel state to verify shader compatibility</param>
/// <param name="computeState">GPU channel compute state to verify shader compatibility</param>
/// <param name="cpShader">Cached compute shader</param>
/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
/// <returns>True if the code is different, false otherwise</returns>
private static bool IsShaderEqual(
GpuChannel channel,
GpuChannelPoolState poolState,
GpuChannelComputeState computeState,
CachedShaderProgram cpShader,
ulong gpuVa)
{
if (IsShaderEqual(channel.MemoryManager, cpShader.Shaders[0], gpuVa))
{
return cpShader.SpecializationState.MatchesCompute(channel, poolState, true);
return cpShader.SpecializationState.MatchesCompute(channel, poolState, computeState, true);
}
return false;