GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847)
* Eliminate CB0 accesses Still some work to do, decouple from hle? * Forgot the important part somehow * Fix and improve alignment test * Address Feedback * Remove some complexity when checking storage buffer alignment * Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
This commit is contained in:
parent
391e08dd27
commit
33a4d7d1ba
16 changed files with 317 additions and 68 deletions
|
@ -138,7 +138,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
|
|||
qmd.CtaThreadDimension1,
|
||||
qmd.CtaThreadDimension2,
|
||||
localMemorySize,
|
||||
sharedMemorySize);
|
||||
sharedMemorySize,
|
||||
_channel.BufferManager.HasUnalignedStorageBuffers);
|
||||
|
||||
CachedShaderProgram cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
|
||||
|
||||
|
@ -150,6 +151,33 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
|
|||
|
||||
ShaderProgramInfo info = cs.Shaders[0].Info;
|
||||
|
||||
bool hasUnaligned = _channel.BufferManager.HasUnalignedStorageBuffers;
|
||||
|
||||
for (int index = 0; index < info.SBuffers.Count; index++)
|
||||
{
|
||||
BufferDescriptor sb = info.SBuffers[index];
|
||||
|
||||
ulong sbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);
|
||||
|
||||
int sbDescOffset = 0x310 + sb.Slot * 0x10;
|
||||
|
||||
sbDescAddress += (ulong)sbDescOffset;
|
||||
|
||||
SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(sbDescAddress);
|
||||
|
||||
_channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
|
||||
}
|
||||
|
||||
if ((_channel.BufferManager.HasUnalignedStorageBuffers) != hasUnaligned)
|
||||
{
|
||||
// Refetch the shader, as assumptions about storage buffer alignment have changed.
|
||||
cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
|
||||
|
||||
_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
|
||||
|
||||
info = cs.Shaders[0].Info;
|
||||
}
|
||||
|
||||
for (int index = 0; index < info.CBuffers.Count; index++)
|
||||
{
|
||||
BufferDescriptor cb = info.CBuffers[index];
|
||||
|
@ -174,21 +202,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
|
|||
_channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
|
||||
}
|
||||
|
||||
for (int index = 0; index < info.SBuffers.Count; index++)
|
||||
{
|
||||
BufferDescriptor sb = info.SBuffers[index];
|
||||
|
||||
ulong sbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);
|
||||
|
||||
int sbDescOffset = 0x310 + sb.Slot * 0x10;
|
||||
|
||||
sbDescAddress += (ulong)sbDescOffset;
|
||||
|
||||
SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(sbDescAddress);
|
||||
|
||||
_channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
|
||||
}
|
||||
|
||||
_channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
|
||||
_channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue