mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 18:35:47 +00:00
145 lines
No EOL
5.2 KiB
C#
145 lines
No EOL
5.2 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
using System.Collections.Generic;
|
|
|
|
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
|
|
|
|
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
|
{
|
|
static class GlobalToStorage
|
|
{
|
|
private const int StorageDescsBaseOffset = 0x44; // In words.
|
|
|
|
private const int UbeStorageDescsBaseOffset = 0x84; // In words.
|
|
private const int UbeStorageMaxCount = 14;
|
|
|
|
private const int StorageDescSize = 4; // In words.
|
|
private const int StorageMaxCount = 16;
|
|
|
|
private const int StorageDescsSize = StorageDescSize * StorageMaxCount;
|
|
|
|
public static void RunPass(BasicBlock block, ShaderStage stage)
|
|
{
|
|
int sbStart = GetStorageBaseCbOffset(stage);
|
|
|
|
int sbEnd = sbStart + StorageDescsSize;
|
|
|
|
// This one is only used on compute shaders.
|
|
// Compute shaders uses two separate sets of storage.
|
|
int ubeSbStart = UbeStorageDescsBaseOffset;
|
|
int ubeSbEnd = UbeStorageDescsBaseOffset + StorageDescSize * UbeStorageMaxCount;
|
|
|
|
for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
|
|
{
|
|
if (!(node.Value is Operation operation))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (operation.Inst == Instruction.LoadGlobal ||
|
|
operation.Inst == Instruction.StoreGlobal)
|
|
{
|
|
Operand source = operation.GetSource(0);
|
|
|
|
if (source.AsgOp is Operation asgOperation)
|
|
{
|
|
int storageIndex = SearchForStorageBase(asgOperation, sbStart, sbEnd);
|
|
|
|
/*if (storageIndex < 0 && stage == ShaderStage.Compute)
|
|
{
|
|
storageIndex = SearchForStorageBase(asgOperation, ubeSbStart, ubeSbEnd);
|
|
}*/
|
|
|
|
if (storageIndex >= 0)
|
|
{
|
|
node = ReplaceGlobalWithStorage(node, storageIndex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private static LinkedListNode<INode> ReplaceGlobalWithStorage(LinkedListNode<INode> node, int storageIndex)
|
|
{
|
|
Operation operation = (Operation)node.Value;
|
|
|
|
Operation storageOp;
|
|
|
|
if (operation.Inst == Instruction.LoadGlobal)
|
|
{
|
|
Operand source = operation.GetSource(0);
|
|
|
|
storageOp = new Operation(Instruction.LoadStorage, operation.Dest, Const(storageIndex), source);
|
|
}
|
|
else
|
|
{
|
|
Operand src1 = operation.GetSource(0);
|
|
Operand src2 = operation.GetSource(1);
|
|
|
|
storageOp = new Operation(Instruction.StoreStorage, null, Const(storageIndex), src1, src2);
|
|
}
|
|
|
|
for (int index = 0; index < operation.SourcesCount; index++)
|
|
{
|
|
operation.SetSource(index, null);
|
|
}
|
|
|
|
LinkedListNode<INode> oldNode = node;
|
|
|
|
node = node.List.AddAfter(node, storageOp);
|
|
|
|
node.List.Remove(oldNode);
|
|
|
|
return node;
|
|
}
|
|
|
|
private static int SearchForStorageBase(Operation operation, int sbStart, int sbEnd)
|
|
{
|
|
Queue<Operation> assignments = new Queue<Operation>();
|
|
|
|
assignments.Enqueue(operation);
|
|
|
|
while (assignments.TryDequeue(out operation))
|
|
{
|
|
for (int index = 0; index < operation.SourcesCount; index++)
|
|
{
|
|
Operand source = operation.GetSource(index);
|
|
|
|
if (source.Type == OperandType.ConstantBuffer)
|
|
{
|
|
int slot = source.GetCbufSlot();
|
|
int offset = source.GetCbufOffset();
|
|
|
|
if (slot == 0 && offset >= sbStart && offset < sbEnd)
|
|
{
|
|
int storageIndex = (offset - sbStart) / StorageDescSize;
|
|
|
|
return storageIndex;
|
|
}
|
|
}
|
|
|
|
if (source.AsgOp is Operation asgOperation)
|
|
{
|
|
assignments.Enqueue(asgOperation);
|
|
}
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
private static int GetStorageBaseCbOffset(ShaderStage stage)
|
|
{
|
|
switch (stage)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
} |