Support compute uniform buffers emulated with global memory (#924)
This commit is contained in:
parent
2e6080ccbb
commit
7e4d986a73
@ -8,11 +8,18 @@ namespace Ryujinx.Graphics.Gpu
|
||||
/// <summary>
|
||||
/// Maximum number of compute uniform buffers.
|
||||
/// </summary>
|
||||
public const int TotalCpUniformBuffers = 8;
|
||||
/// <remarks>
|
||||
/// This does not reflect the hardware count, the API will emulate some constant buffers using
|
||||
/// global memory to make up for the low amount of compute constant buffers supported by hardware (only 8).
|
||||
/// </remarks>
|
||||
public const int TotalCpUniformBuffers = 17; // 8 hardware constant buffers + 9 emulated (14 available to the user).
|
||||
|
||||
/// <summary>
|
||||
/// Maximum number of compute storage buffers (this is an API limitation).
|
||||
/// Maximum number of compute storage buffers.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The maximum number of storage buffers is API limited, the hardware supports a unlimited amount.
|
||||
/// </remarks>
|
||||
public const int TotalCpStorageBuffers = 16;
|
||||
|
||||
/// <summary>
|
||||
@ -21,8 +28,11 @@ namespace Ryujinx.Graphics.Gpu
|
||||
public const int TotalGpUniformBuffers = 18;
|
||||
|
||||
/// <summary>
|
||||
/// Maximum number of graphics storage buffers (this is an API limitation).
|
||||
/// Maximum number of graphics storage buffers.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The maximum number of storage buffers is API limited, the hardware supports a unlimited amount.
|
||||
/// </remarks>
|
||||
public const int TotalGpStorageBuffers = 16;
|
||||
|
||||
/// <summary>
|
||||
|
@ -69,6 +69,34 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
||||
BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
|
||||
}
|
||||
|
||||
for (int index = 0; index < info.CBuffers.Count; index++)
|
||||
{
|
||||
BufferDescriptor cb = info.CBuffers[index];
|
||||
|
||||
// NVN uses the "hardware" constant buffer for anything that is less than 8,
|
||||
// and those are already bound above.
|
||||
// Anything greater than or equal to 8 uses the emulated constant buffers.
|
||||
// They are emulated using global memory loads.
|
||||
if (cb.Slot < 8)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ubEnableMask |= 1u << cb.Slot;
|
||||
|
||||
ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
|
||||
|
||||
int cbDescOffset = 0x260 + cb.Slot * 0x10;
|
||||
|
||||
cbDescAddress += (ulong)cbDescOffset;
|
||||
|
||||
ReadOnlySpan<byte> cbDescriptorData = _context.PhysicalMemory.GetSpan(cbDescAddress, 0x10);
|
||||
|
||||
SbDescriptor cbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(cbDescriptorData)[0];
|
||||
|
||||
BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
|
||||
}
|
||||
|
||||
for (int index = 0; index < info.SBuffers.Count; index++)
|
||||
{
|
||||
BufferDescriptor sb = info.SBuffers[index];
|
||||
|
@ -11,6 +11,11 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
|
||||
public const int StorageDescsSize = StorageDescSize * StorageMaxCount;
|
||||
|
||||
public const int UbeBaseOffset = 0x98; // In words.
|
||||
public const int UbeMaxCount = 9;
|
||||
public const int UbeDescsSize = StorageDescSize * UbeMaxCount;
|
||||
public const int UbeFirstCbuf = 8;
|
||||
|
||||
public static bool UsesGlobalMemory(Instruction inst)
|
||||
{
|
||||
return (inst.IsAtomic() && IsGlobalMr(inst)) ||
|
||||
@ -30,17 +35,16 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
|
||||
public static int GetStorageBaseCbOffset(ShaderStage stage)
|
||||
{
|
||||
switch (stage)
|
||||
return stage switch
|
||||
{
|
||||
case ShaderStage.Compute: return StorageDescsBaseOffset + 2 * StorageDescsSize;
|
||||
case ShaderStage.Vertex: return StorageDescsBaseOffset;
|
||||
case ShaderStage.TessellationControl: return StorageDescsBaseOffset + 1 * StorageDescsSize;
|
||||
case ShaderStage.TessellationEvaluation: return StorageDescsBaseOffset + 2 * StorageDescsSize;
|
||||
case ShaderStage.Geometry: return StorageDescsBaseOffset + 3 * StorageDescsSize;
|
||||
case ShaderStage.Fragment: return StorageDescsBaseOffset + 4 * StorageDescsSize;
|
||||
}
|
||||
|
||||
return 0;
|
||||
ShaderStage.Compute => StorageDescsBaseOffset + 2 * StorageDescsSize,
|
||||
ShaderStage.Vertex => StorageDescsBaseOffset,
|
||||
ShaderStage.TessellationControl => StorageDescsBaseOffset + 1 * StorageDescsSize,
|
||||
ShaderStage.TessellationEvaluation => StorageDescsBaseOffset + 2 * StorageDescsSize,
|
||||
ShaderStage.Geometry => StorageDescsBaseOffset + 3 * StorageDescsSize,
|
||||
ShaderStage.Fragment => StorageDescsBaseOffset + 4 * StorageDescsSize,
|
||||
_ => 0
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
@ -81,7 +81,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
|
||||
Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
|
||||
|
||||
Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, Const(-64));
|
||||
Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
|
||||
Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
|
||||
Operand wordOffset = PrependOperation(Instruction.ShiftRightU32, byteOffset, Const(2));
|
||||
|
||||
|
@ -31,8 +31,27 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
|
||||
if (storageIndex >= 0)
|
||||
{
|
||||
// Storage buffers are implemented using global memory access.
|
||||
// If we know from where the base address of the access is loaded,
|
||||
// we can guess which storage buffer it is accessing.
|
||||
// We can then replace the global memory access with a storage
|
||||
// buffer access.
|
||||
node = ReplaceGlobalWithStorage(node, config, storageIndex);
|
||||
}
|
||||
else if (config.Stage == ShaderStage.Compute && operation.Inst == Instruction.LoadGlobal)
|
||||
{
|
||||
// Here we effectively try to replace a LDG instruction with LDC.
|
||||
// The hardware only supports a limited amount of constant buffers
|
||||
// so NVN "emulates" more constant buffers using global memory access.
|
||||
// Here we try to replace the global access back to a constant buffer
|
||||
// load.
|
||||
storageIndex = SearchForStorageBase(asgOperation, UbeBaseOffset, UbeBaseOffset + UbeDescsSize);
|
||||
|
||||
if (storageIndex >= 0)
|
||||
{
|
||||
node = ReplaceLdgWithLdc(node, config, storageIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -42,8 +61,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
{
|
||||
Operation operation = (Operation)node.Value;
|
||||
|
||||
Operation storageOp;
|
||||
|
||||
Operand GetStorageOffset()
|
||||
{
|
||||
Operand addrLow = operation.GetSource(0);
|
||||
@ -80,6 +97,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
sources[index] = operation.GetSource(index);
|
||||
}
|
||||
|
||||
Operation storageOp;
|
||||
|
||||
if (operation.Inst.IsAtomic())
|
||||
{
|
||||
Instruction inst = (operation.Inst & ~Instruction.MrMask) | Instruction.MrStorage;
|
||||
@ -109,6 +128,62 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
return node;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> ReplaceLdgWithLdc(LinkedListNode<INode> node, ShaderConfig config, int storageIndex)
|
||||
{
|
||||
Operation operation = (Operation)node.Value;
|
||||
|
||||
Operand GetCbufOffset()
|
||||
{
|
||||
Operand addrLow = operation.GetSource(0);
|
||||
|
||||
Operand baseAddrLow = Cbuf(0, UbeBaseOffset + storageIndex * StorageDescSize);
|
||||
|
||||
Operand baseAddrTrunc = Local();
|
||||
|
||||
Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
|
||||
|
||||
Operation andOp = new Operation(Instruction.BitwiseAnd, baseAddrTrunc, baseAddrLow, alignMask);
|
||||
|
||||
node.List.AddBefore(node, andOp);
|
||||
|
||||
Operand byteOffset = Local();
|
||||
Operand wordOffset = Local();
|
||||
|
||||
Operation subOp = new Operation(Instruction.Subtract, byteOffset, addrLow, baseAddrTrunc);
|
||||
Operation shrOp = new Operation(Instruction.ShiftRightU32, wordOffset, byteOffset, Const(2));
|
||||
|
||||
node.List.AddBefore(node, subOp);
|
||||
node.List.AddBefore(node, shrOp);
|
||||
|
||||
return wordOffset;
|
||||
}
|
||||
|
||||
Operand[] sources = new Operand[operation.SourcesCount];
|
||||
|
||||
sources[0] = Const(UbeFirstCbuf + storageIndex);
|
||||
sources[1] = GetCbufOffset();
|
||||
|
||||
for (int index = 2; index < operation.SourcesCount; index++)
|
||||
{
|
||||
sources[index] = operation.GetSource(index);
|
||||
}
|
||||
|
||||
Operation ldcOp = new Operation(Instruction.LoadConstant, operation.Dest, sources);
|
||||
|
||||
for (int index = 0; index < operation.SourcesCount; index++)
|
||||
{
|
||||
operation.SetSource(index, null);
|
||||
}
|
||||
|
||||
LinkedListNode<INode> oldNode = node;
|
||||
|
||||
node = node.List.AddBefore(node, ldcOp);
|
||||
|
||||
node.List.Remove(oldNode);
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static int SearchForStorageBase(Operation operation, int sbStart, int sbEnd)
|
||||
{
|
||||
Queue<Operation> assignments = new Queue<Operation>();
|
||||
|
Loading…
Reference in New Issue
Block a user