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Support compute uniform buffers emulated with global memory (#924)

This commit is contained in:
gdkchan 2020-02-10 21:10:05 -03:00 committed by GitHub
parent 2e6080ccbb
commit 7e4d986a73
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 133 additions and 16 deletions

View file

@ -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>

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@ -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];

View file

@ -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
};
}
}
}

View file

@ -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));

View file

@ -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>();