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Implement shader storage buffer operations using new Load/Store instructions (#4993)
* Implement storage buffer operations using new Load/Store instruction * Extend GenerateMultiTargetStorageOp to also match access with constant offset, and log and comments * Remove now unused code * Catch more complex cases of global memory usage * Shader cache version bump * Extend global access elimination to work with more shared memory cases * Change alignment requirement from 16 bytes to 8 bytes, handle cases where we need more than 16 storage buffers * Tweak preferencing to catch more cases * Enable CB0 elimination even when host storage buffer alignment is > 16 (for Intel) * Fix storage buffer bindings * Simplify some code * Shader cache version bump * Fix typo * Extend global memory elimination to handle shared memory with multiple possible offsets and local memory
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@@ -48,7 +48,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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continue;
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}
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if (IsResourceWrite(operation.Inst))
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if (IsResourceWrite(operation.Inst, operation.StorageKind))
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{
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return false;
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}
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@@ -154,7 +154,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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return totalVerticesCount + verticesCount == 3 && writesLayer;
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}
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private static bool IsResourceWrite(Instruction inst)
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private static bool IsResourceWrite(Instruction inst, StorageKind storageKind)
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{
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switch (inst)
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{
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@@ -170,13 +170,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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case Instruction.AtomicXor:
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case Instruction.ImageAtomic:
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case Instruction.ImageStore:
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case Instruction.StoreGlobal:
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case Instruction.StoreGlobal16:
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case Instruction.StoreGlobal8:
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case Instruction.StoreStorage:
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case Instruction.StoreStorage16:
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case Instruction.StoreStorage8:
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return true;
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case Instruction.Store:
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return storageKind == StorageKind.StorageBuffer ||
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storageKind == StorageKind.SharedMemory ||
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storageKind == StorageKind.LocalMemory;
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}
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return false;
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