Shader: Add fallback for LDG from "ube" buffer ranges. (#4027)
We have a conversion from LDG on the compute shader to a special constant buffer binding that's used to exceed hardware limits on compute, but it was only running if the byte offset could be identified. The fallback that checks all of the bindings at runtime only checks the storage buffers. This PR adds checking ube ranges to the LoadGlobal fallback. This extends the changes in #4011 to only check ube entries which are accessed by the shader. Fixes particles affected by the wind in The Legend of Zelda: Breath of the Wild. May fix other weird issues with compute shaders in some games. Try a bunch of games and drivers to make sure they don't blow up loading constants willynilly from searchable buffers.
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6 changed files with 108 additions and 25 deletions
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@ -66,6 +66,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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public UInt128 ThisInputAttributesComponents { get; private set; }
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public int AccessibleStorageBuffersMask { get; private set; }
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public int AccessibleConstantBuffersMask { get; private set; }
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private int _usedConstantBuffers;
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private int _usedStorageBuffers;
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@ -100,7 +101,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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GpuAccessor = gpuAccessor;
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Options = options;
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AccessibleStorageBuffersMask = (1 << GlobalMemory.StorageMaxCount) - 1;
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AccessibleStorageBuffersMask = (1 << GlobalMemory.StorageMaxCount) - 1;
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AccessibleConstantBuffersMask = (1 << GlobalMemory.UbeMaxCount) - 1;
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UsedInputAttributesPerPatch = new HashSet<int>();
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UsedOutputAttributesPerPatch = new HashSet<int>();
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@ -121,6 +123,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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OutputTopology = outputTopology;
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MaxOutputVertices = maxOutputVertices;
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TransformFeedbackEnabled = gpuAccessor.QueryTransformFeedbackEnabled();
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if (Stage != ShaderStage.Compute)
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{
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AccessibleConstantBuffersMask = 0;
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}
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}
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public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationOptions options) : this(gpuAccessor, options)
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@ -404,9 +411,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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UsedFeatures |= flags;
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}
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public void SetAccessibleStorageBuffersMask(int mask)
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public void SetAccessibleBufferMasks(int sbMask, int ubeMask)
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{
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AccessibleStorageBuffersMask = mask;
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AccessibleStorageBuffersMask = sbMask;
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AccessibleConstantBuffersMask = ubeMask;
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}
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public void SetUsedConstantBuffer(int slot)
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