shader_recompiler: Align SSBO offsets to meet host requirements
We can take advantage of SSBO addresses being passed in a constant bufer to account for the extra alignment requirements in the shader itself.
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@ -223,7 +223,7 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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Optimization::PositionPass(env, program);
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Optimization::GlobalMemoryToStorageBufferPass(program);
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Optimization::GlobalMemoryToStorageBufferPass(program, host_info);
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Optimization::TexturePass(env, program, host_info);
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if (Settings::values.resolution_info.active) {
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@ -15,6 +15,7 @@ struct HostTranslateInfo {
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bool needs_demote_reorder{}; ///< True when the device needs DemoteToHelperInvocation reordered
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bool support_snorm_render_buffer{}; ///< True when the device supports SNORM render buffers
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bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS
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u32 min_ssbo_alignment{}; ///< Minimum alignment supported by the device for SSBOs
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};
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} // namespace Shader
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@ -11,6 +11,7 @@
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#include "shader_recompiler/frontend/ir/breadth_first_search.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/host_translate_info.h"
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Optimization {
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@ -402,7 +403,7 @@ void CollectStorageBuffers(IR::Block& block, IR::Inst& inst, StorageInfo& info)
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}
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/// Returns the offset in indices (not bytes) for an equivalent storage instruction
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IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer) {
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IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer, u32 alignment) {
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IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
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IR::U32 offset;
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if (const std::optional<LowAddrInfo> low_addr{TrackLowAddress(&inst)}) {
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@ -415,7 +416,10 @@ IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer
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}
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// Subtract the least significant 32 bits from the guest offset. The result is the storage
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// buffer offset in bytes.
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const IR::U32 low_cbuf{ir.GetCbuf(ir.Imm32(buffer.index), ir.Imm32(buffer.offset))};
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IR::U32 low_cbuf{ir.GetCbuf(ir.Imm32(buffer.index), ir.Imm32(buffer.offset))};
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// Align the offset base to match the host alignment requirements
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low_cbuf = ir.BitwiseAnd(low_cbuf, ir.Imm32(~(alignment - 1U)));
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return ir.ISub(offset, low_cbuf);
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}
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@ -510,7 +514,7 @@ void Replace(IR::Block& block, IR::Inst& inst, const IR::U32& storage_index,
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}
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} // Anonymous namespace
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void GlobalMemoryToStorageBufferPass(IR::Program& program) {
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void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateInfo& host_info) {
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StorageInfo info;
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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@ -534,7 +538,7 @@ void GlobalMemoryToStorageBufferPass(IR::Program& program) {
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const IR::U32 index{IR::Value{static_cast<u32>(info.set.index_of(it))}};
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IR::Block* const block{storage_inst.block};
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IR::Inst* const inst{storage_inst.inst};
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const IR::U32 offset{StorageOffset(*block, *inst, storage_buffer)};
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const IR::U32 offset{StorageOffset(*block, *inst, storage_buffer, host_info.min_ssbo_alignment)};
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Replace(*block, *inst, index, offset);
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}
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}
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@ -15,7 +15,7 @@ namespace Shader::Optimization {
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void CollectShaderInfoPass(Environment& env, IR::Program& program);
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void ConstantPropagationPass(Environment& env, IR::Program& program);
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void DeadCodeEliminationPass(IR::Program& program);
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void GlobalMemoryToStorageBufferPass(IR::Program& program);
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void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateInfo& host_info);
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void IdentityRemovalPass(IR::Program& program);
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void LowerFp16ToFp32(IR::Program& program);
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void LowerInt64ToInt32(IR::Program& program);
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