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texture_cache: detiler: m8x1 and m8x4 shaders
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commit
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3 changed files with 118 additions and 14 deletions
48
src/video_core/host_shaders/detile_m8x1.comp
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48
src/video_core/host_shaders/detile_m8x1.comp
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 450
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#extension GL_KHR_shader_subgroup_shuffle : require
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// NOTE: Current subgroup utilization is subotimal on most GPUs, so
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// it will be nice to process two tiles at once here.
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layout (local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
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layout(std430, binding = 0) buffer input_buf {
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uint in_data[];
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};
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layout(r8ui, binding = 1) uniform writeonly uimage2D output_img;
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layout(push_constant) uniform image_info {
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uint pitch;
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} info;
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#define MICRO_TILE_DIM 8
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#define TEXELS_PER_ELEMENT 4
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void main() {
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uint p0 = in_data[gl_GlobalInvocationID.x];
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uint p1 = subgroupShuffleXor(p0, 1);
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uint hword = gl_LocalInvocationID.x & 1;
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uint dst_tx = (hword == 1)
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? (p0 & 0xffff0000) | (p1 >> 16)
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: (p0 & 0x0000ffff) | (p1 << 16);
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uint col = (gl_LocalInvocationID.x >> 2) & 1;
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uint row = (gl_LocalInvocationID.x % TEXELS_PER_ELEMENT)
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+ TEXELS_PER_ELEMENT * (gl_LocalInvocationID.x >> 3);
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uint tiles_per_pitch = info.pitch / MICRO_TILE_DIM;
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uint target_tile_x = gl_WorkGroupID.x % tiles_per_pitch;
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uint target_tile_y = gl_WorkGroupID.x / tiles_per_pitch;
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uint dw_ofs_x = target_tile_x * MICRO_TILE_DIM + TEXELS_PER_ELEMENT * col;
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uint dw_ofs_y = target_tile_y * MICRO_TILE_DIM + row;
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ivec2 img_pos = ivec2(dw_ofs_x, dw_ofs_y);
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#pragma unroll
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for (int ofs = 0; ofs < TEXELS_PER_ELEMENT; ++ofs) {
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imageStore(output_img, img_pos + ivec2(ofs, 0), uvec4(dst_tx & 0xff));
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dst_tx >>= 8;
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}
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}
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58
src/video_core/host_shaders/detile_m8x4.comp
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58
src/video_core/host_shaders/detile_m8x4.comp
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 450
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#extension GL_KHR_shader_subgroup_shuffle : require
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layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(std430, binding = 0) buffer input_buf {
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uint in_data[];
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};
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layout(rgba8ui, binding = 1) uniform writeonly uimage2D output_img;
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layout(push_constant) uniform image_info {
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uint pitch;
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} info;
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// Inverse morton LUT, small enough to fit into K$
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uint lut_8x4[16] = {
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0x11011000, 0x31213020,
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0x13031202, 0x33233222,
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0x51415040, 0x71617060,
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0x53435242, 0x73637262,
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0x15051404, 0x35253424,
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0x17071606, 0x37273626,
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0x55455444, 0x75657464,
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0x57475646, 0x77677666,
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};
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#define MICRO_TILE_DIM 8
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#define TEXELS_PER_ELEMENT 1
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void main() {
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uint src_tx = in_data[gl_GlobalInvocationID.x];
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uint bit_ofs = 8 * (gl_LocalInvocationID.x % 4);
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uint packed_pos = lut_8x4[gl_LocalInvocationID.x >> 2] >> bit_ofs;
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uint col = bitfieldExtract(packed_pos, 4, 4);
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uint row = bitfieldExtract(packed_pos, 0, 4);
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uint tiles_per_pitch = info.pitch / MICRO_TILE_DIM;
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uint target_tile_x = gl_WorkGroupID.x % tiles_per_pitch;
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uint target_tile_y = gl_WorkGroupID.x / tiles_per_pitch;
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uint dw_ofs_x = target_tile_x * MICRO_TILE_DIM + TEXELS_PER_ELEMENT * col;
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uint dw_ofs_y = target_tile_y * MICRO_TILE_DIM + row;
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ivec2 img_pos = ivec2(dw_ofs_x, dw_ofs_y);
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uvec4 dst_tx = uvec4(
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bitfieldExtract(src_tx, 0, 8),
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bitfieldExtract(src_tx, 8, 8),
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bitfieldExtract(src_tx, 16, 8),
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bitfieldExtract(src_tx, 24, 8)
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);
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imageStore(output_img, img_pos, dst_tx);
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}
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