Use correct shader local memory size instead of a hardcoded size (#914)
* Use correct shader local size instead of a hardcoded size * Remove unused uniform block * Update XML doc * Local memory size has 23 bits on maxwell * Generate compute QMD struct from nv open doc header * Remove dummy arrays when shared or local memory is not used, other improvements
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9 changed files with 365 additions and 220 deletions
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@ -51,12 +51,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </remarks>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <returns>Compiled compute shader code</returns>
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public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
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public ComputeShader GetComputeShader(
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ulong gpuVa,
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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{
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bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
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@ -71,7 +78,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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CachedShader shader = TranslateComputeShader(gpuVa, sharedMemorySize, localSizeX, localSizeY, localSizeZ);
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CachedShader shader = TranslateComputeShader(
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gpuVa,
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localSizeX,
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localSizeY,
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localSizeZ,
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localMemorySize,
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sharedMemorySize);
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shader.HostShader = _context.Renderer.CompileShader(shader.Program);
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@ -237,12 +250,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Translates the binary Maxwell shader code to something that the host API accepts.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <returns>Compiled compute shader code</returns>
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private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
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private CachedShader TranslateComputeShader(
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ulong gpuVa,
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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{
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if (gpuVa == 0)
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{
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@ -256,6 +276,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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QueryInfoName.ComputeLocalSizeX => localSizeX,
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QueryInfoName.ComputeLocalSizeY => localSizeY,
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QueryInfoName.ComputeLocalSizeZ => localSizeZ,
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QueryInfoName.ComputeLocalMemorySize => localMemorySize,
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QueryInfoName.ComputeSharedMemorySize => sharedMemorySize,
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_ => QueryInfoCommon(info)
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};
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