Add a pass to turn global memory access into storage access, and do all storage related transformations on IR
This commit is contained in:
@ -1,20 +1,16 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class GlobalToStorage
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{
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private const int StorageDescsBaseOffset = 0x44; // In words.
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private const int StorageDescSize = 4; // In words.
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private const int StorageMaxCount = 16;
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private const int StorageDescsSize = StorageDescSize * StorageMaxCount;
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public static void RunPass(BasicBlock block, ShaderStage stage)
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public static void RunPass(BasicBlock block, ShaderConfig config)
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{
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int sbStart = GetStorageBaseCbOffset(stage);
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int sbStart = GetStorageBaseCbOffset(config.Stage);
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int sbEnd = sbStart + StorageDescsSize;
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@ -25,9 +21,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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continue;
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}
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if (operation.Inst.IsAtomic() ||
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operation.Inst == Instruction.LoadGlobal ||
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operation.Inst == Instruction.StoreGlobal)
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if (UsesGlobalMemory(operation.Inst))
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{
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Operand source = operation.GetSource(0);
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@ -37,44 +31,68 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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if (storageIndex >= 0)
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{
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node = ReplaceGlobalWithStorage(node, storageIndex);
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node = ReplaceGlobalWithStorage(node, config, storageIndex);
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}
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}
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}
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}
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}
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private static LinkedListNode<INode> ReplaceGlobalWithStorage(LinkedListNode<INode> node, int storageIndex)
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private static LinkedListNode<INode> ReplaceGlobalWithStorage(LinkedListNode<INode> node, ShaderConfig config, int storageIndex)
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{
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Operation operation = (Operation)node.Value;
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Operation storageOp;
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Operand GetStorageOffset()
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{
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Operand addrLow = operation.GetSource(0);
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Operand baseAddrLow = Cbuf(0, GetStorageCbOffset(config.Stage, storageIndex));
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Operand baseAddrTrunc = Local();
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Operand alignMask = Const(-config.Capabilities.StorageBufferOffsetAlignment);
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Operation andOp = new Operation(Instruction.BitwiseAnd, baseAddrTrunc, baseAddrLow, alignMask);
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node.List.AddBefore(node, andOp);
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Operand byteOffset = Local();
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Operand wordOffset = Local();
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Operation subOp = new Operation(Instruction.Subtract, byteOffset, addrLow, baseAddrTrunc);
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Operation shrOp = new Operation(Instruction.ShiftRightU32, wordOffset, byteOffset, Const(2));
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node.List.AddBefore(node, subOp);
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node.List.AddBefore(node, shrOp);
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return wordOffset;
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}
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Operand[] sources = new Operand[operation.SourcesCount];
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sources[0] = Const(storageIndex);
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sources[1] = GetStorageOffset();
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for (int index = 2; index < operation.SourcesCount; index++)
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{
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sources[index] = operation.GetSource(index);
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}
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if (operation.Inst.IsAtomic())
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{
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Operand[] sources = new Operand[operation.SourcesCount];
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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sources[index] = operation.GetSource(index);
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}
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Instruction inst = (operation.Inst & ~Instruction.MrMask) | Instruction.MrStorage;
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storageOp = new Operation(inst, storageIndex, operation.Dest, sources);
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storageOp = new Operation(inst, operation.Dest, sources);
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}
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else if (operation.Inst == Instruction.LoadGlobal)
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{
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Operand source = operation.GetSource(0);
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storageOp = new Operation(Instruction.LoadStorage, storageIndex, operation.Dest, source);
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storageOp = new Operation(Instruction.LoadStorage, operation.Dest, sources);
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}
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else
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{
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Operand src1 = operation.GetSource(0);
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Operand src2 = operation.GetSource(1);
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storageOp = new Operation(Instruction.StoreStorage, storageIndex, null, src1, src2);
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storageOp = new Operation(Instruction.StoreStorage, null, sources);
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}
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for (int index = 0; index < operation.SourcesCount; index++)
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@ -84,7 +102,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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LinkedListNode<INode> oldNode = node;
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node = node.List.AddAfter(node, storageOp);
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node = node.List.AddBefore(node, storageOp);
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node.List.Remove(oldNode);
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@ -125,25 +143,5 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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return -1;
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}
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public static int GetStorageCbOffset(ShaderStage stage, int slot)
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{
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return GetStorageBaseCbOffset(stage) + slot * StorageDescSize;
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}
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private static int GetStorageBaseCbOffset(ShaderStage stage)
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{
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switch (stage)
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{
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case ShaderStage.Compute: return StorageDescsBaseOffset + 2 * StorageDescsSize;
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case ShaderStage.Vertex: return StorageDescsBaseOffset;
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case ShaderStage.TessellationControl: return StorageDescsBaseOffset + 1 * StorageDescsSize;
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case ShaderStage.TessellationEvaluation: return StorageDescsBaseOffset + 2 * StorageDescsSize;
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case ShaderStage.Geometry: return StorageDescsBaseOffset + 3 * StorageDescsSize;
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case ShaderStage.Fragment: return StorageDescsBaseOffset + 4 * StorageDescsSize;
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}
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return 0;
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}
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}
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}
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@ -7,11 +7,11 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class Optimizer
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{
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public static void Optimize(BasicBlock[] blocks, ShaderStage stage)
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public static void RunPass(BasicBlock[] blocks, ShaderConfig config)
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{
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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GlobalToStorage.RunPass(blocks[blkIndex], stage);
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GlobalToStorage.RunPass(blocks[blkIndex], config);
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}
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bool modified;
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