shader: Add NVN storage buffer fallbacks

When we can't track the SSBO origin of a global memory instruction,
leave it as a global memory operation and assume these pointers are in
the NVN storage buffer slots, then apply a linear search in the shader's
runtime.
This commit is contained in:
ReinUsesLisp 2021-04-19 16:33:23 -03:00 committed by ameerj
parent 6325601947
commit 7018e524f5
9 changed files with 214 additions and 62 deletions

View file

@ -60,6 +60,48 @@ void CollectInterpolationInfo(Environment& env, IR::Program& program) {
}();
}
}
void AddNVNStorageBuffers(IR::Program& program) {
if (!program.info.uses_global_memory) {
return;
}
const u32 driver_cbuf{0};
const u32 descriptor_size{0x10};
const u32 num_buffers{16};
const u32 base{[&] {
switch (program.stage) {
case Stage::VertexA:
case Stage::VertexB:
return 0x110u;
case Stage::TessellationControl:
return 0x210u;
case Stage::TessellationEval:
return 0x310u;
case Stage::Geometry:
return 0x410u;
case Stage::Fragment:
return 0x510u;
case Stage::Compute:
return 0x310u;
}
throw InvalidArgument("Invalid stage {}", program.stage);
}()};
auto& descs{program.info.storage_buffers_descriptors};
for (u32 index = 0; index < num_buffers; ++index) {
const u32 offset{base + index * descriptor_size};
const auto it{std::ranges::find(descs, offset, &StorageBufferDescriptor::cbuf_offset)};
if (it != descs.end()) {
continue;
}
// Assume these are written for now
descs.push_back({
.cbuf_index = driver_cbuf,
.cbuf_offset = offset,
.count = 1,
.is_written = true,
});
}
}
} // Anonymous namespace
IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
@ -105,6 +147,7 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
Optimization::VerificationPass(program);
Optimization::CollectShaderInfoPass(env, program);
CollectInterpolationInfo(env, program);
AddNVNStorageBuffers(program);
return program;
}