glasm: Use storage buffers instead of global memory when possible
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17 changed files with 503 additions and 437 deletions
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@ -7,6 +7,7 @@
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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namespace Shader::Backend::GLASM {
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namespace {
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@ -40,13 +41,21 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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Add("CBUFFER c{}[]={{program.buffer[{}]}};", desc.index, cbuf_index);
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++cbuf_index;
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}
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u32 ssbo_index{};
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for (const auto& desc : info.storage_buffers_descriptors) {
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if (desc.count != 1) {
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throw NotImplementedException("Storage buffer descriptor array");
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}
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if (runtime_info.glasm_use_storage_buffers) {
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Add("STORAGE ssbo{}[]={{program.storage[{}]}};", ssbo_index, bindings.storage_buffer);
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++bindings.storage_buffer;
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++ssbo_index;
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}
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}
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if (const size_t num = info.storage_buffers_descriptors.size(); num > 0) {
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Add("PARAM c[{}]={{program.local[0..{}]}};", num, num - 1);
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if (!runtime_info.glasm_use_storage_buffers) {
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if (const size_t num = info.storage_buffers_descriptors.size(); num > 0) {
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Add("PARAM c[{}]={{program.local[0..{}]}};", num, num - 1);
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}
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}
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stage = program.stage;
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switch (program.stage) {
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