Use vector outputs for texture operations (#3939)
* Change AggregateType to include vector type counts * Replace VariableType uses with AggregateType and delete VariableType * Support new local vector types on SPIR-V and GLSL * Start using vector outputs for texture operations * Use vectors on more texture operations * Use vector output for ImageLoad operations * Replace all uses of single destination texture constructors with multi destination ones * Update textureGatherOffsets replacement to split vector operations * Shader cache version bump Co-authored-by: Ac_K <Acoustik666@gmail.com>
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37 changed files with 1100 additions and 747 deletions
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@ -1,7 +1,9 @@
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using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using static Ryujinx.Graphics.Shader.Instructions.InstEmitHelper;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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@ -217,15 +219,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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return context.Copy(Register(srcB++, RegisterType.Gpr));
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}
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Operand GetDest()
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{
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if (dest >= RegisterConsts.RegisterZeroIndex)
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{
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return null;
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}
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return Register(dest++, RegisterType.Gpr);
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}
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Operand destOperand = dest != RegisterConsts.RegisterZeroIndex ? Register(dest, RegisterType.Gpr) : null;
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List<Operand> sourcesList = new List<Operand>();
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@ -291,7 +285,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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flags,
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imm,
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0,
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GetDest(),
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new[] { destOperand },
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sources);
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context.Add(operation);
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@ -371,36 +365,40 @@ namespace Ryujinx.Graphics.Shader.Instructions
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if (useComponents)
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{
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for (int compMask = (int)componentMask, compIndex = 0; compMask != 0; compMask >>= 1, compIndex++)
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{
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if ((compMask & 1) == 0)
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{
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continue;
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}
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Operand[] dests = new Operand[BitOperations.PopCount((uint)componentMask)];
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if (srcB == RegisterConsts.RegisterZeroIndex)
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int outputIndex = 0;
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for (int i = 0; i < dests.Length; i++)
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{
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if (srcB + i >= RegisterConsts.RegisterZeroIndex)
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{
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break;
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}
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Operand rd = Register(srcB++, RegisterType.Gpr);
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TextureOperation operation = context.CreateTextureOperation(
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Instruction.ImageLoad,
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type,
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flags,
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handle,
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compIndex,
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rd,
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sources);
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if (!isBindless)
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{
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operation.Format = context.Config.GetTextureFormat(handle);
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}
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context.Add(operation);
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dests[outputIndex++] = Register(srcB + i, RegisterType.Gpr);
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}
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if (outputIndex != dests.Length)
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{
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Array.Resize(ref dests, outputIndex);
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}
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TextureOperation operation = context.CreateTextureOperation(
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Instruction.ImageLoad,
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type,
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flags,
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handle,
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(int)componentMask,
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dests,
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sources);
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if (!isBindless)
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{
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operation.Format = context.Config.GetTextureFormat(handle);
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}
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context.Add(operation);
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}
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else
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{
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@ -412,35 +410,45 @@ namespace Ryujinx.Graphics.Shader.Instructions
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}
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int components = GetComponents(size);
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int compMask = (1 << components) - 1;
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for (int compIndex = 0; compIndex < components; compIndex++)
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Operand[] dests = new Operand[components];
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int outputIndex = 0;
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for (int i = 0; i < dests.Length; i++)
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{
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if (srcB == RegisterConsts.RegisterZeroIndex)
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if (srcB + i >= RegisterConsts.RegisterZeroIndex)
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{
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break;
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}
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Operand rd = Register(srcB++, RegisterType.Gpr);
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dests[outputIndex++] = Register(srcB + i, RegisterType.Gpr);
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}
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TextureOperation operation = context.CreateTextureOperation(
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Instruction.ImageLoad,
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type,
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GetTextureFormat(size),
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flags,
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handle,
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compIndex,
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rd,
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sources);
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if (outputIndex != dests.Length)
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{
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Array.Resize(ref dests, outputIndex);
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}
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context.Add(operation);
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TextureOperation operation = context.CreateTextureOperation(
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Instruction.ImageLoad,
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type,
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GetTextureFormat(size),
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flags,
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handle,
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compMask,
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dests,
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sources);
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switch (size)
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{
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case SuSize.U8: context.Copy(rd, ZeroExtendTo32(context, rd, 8)); break;
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case SuSize.U16: context.Copy(rd, ZeroExtendTo32(context, rd, 16)); break;
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case SuSize.S8: context.Copy(rd, SignExtendTo32(context, rd, 8)); break;
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case SuSize.S16: context.Copy(rd, SignExtendTo32(context, rd, 16)); break;
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}
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context.Add(operation);
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switch (size)
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{
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case SuSize.U8: context.Copy(dests[0], ZeroExtendTo32(context, dests[0], 8)); break;
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case SuSize.U16: context.Copy(dests[0], ZeroExtendTo32(context, dests[0], 16)); break;
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case SuSize.S8: context.Copy(dests[0], SignExtendTo32(context, dests[0], 8)); break;
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case SuSize.S16: context.Copy(dests[0], SignExtendTo32(context, dests[0], 16)); break;
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}
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}
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}
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