diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs index 8e8389a38..cd20a5a23 100644 --- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs +++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs @@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// /// Version of the codegen (to be changed when codegen or guest format change). /// - private const ulong ShaderCodeGenVersion = 2163; + private const ulong ShaderCodeGenVersion = 2200; // Progress reporting helpers private volatile int _shaderCount; diff --git a/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs b/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs index 7352b18b9..f462cedbc 100644 --- a/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs +++ b/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs @@ -5,66 +5,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations { class BindlessElimination { - private static Operation FindBranchSource(BasicBlock block) - { - foreach (BasicBlock sourceBlock in block.Predecessors) - { - if (sourceBlock.Operations.Count > 0) - { - Operation lastOp = sourceBlock.Operations.Last.Value as Operation; - - if (lastOp != null && - ((sourceBlock.Next == block && lastOp.Inst == Instruction.BranchIfFalse) || - (sourceBlock.Branch == block && lastOp.Inst == Instruction.BranchIfTrue))) - { - return lastOp; - } - } - } - - return null; - } - - private static bool BlockConditionsMatch(BasicBlock currentBlock, BasicBlock queryBlock) - { - // Check if all the conditions for the query block are satisfied by the current block. - // Just checks the top-most conditional for now. - - Operation currentBranch = FindBranchSource(currentBlock); - Operation queryBranch = FindBranchSource(queryBlock); - - Operand currentCondition = currentBranch?.GetSource(0); - Operand queryCondition = queryBranch?.GetSource(0); - - // The condition should be the same operand instance. - - return currentBranch != null && queryBranch != null && - currentBranch.Inst == queryBranch.Inst && - currentCondition == queryCondition; - } - - private static Operand FindLastOperation(Operand source, BasicBlock block) - { - if (source.AsgOp is PhiNode phiNode) - { - // This source can have a different value depending on a previous branch. - // Ensure that conditions met for that branch are also met for the current one. - // Prefer the latest sources for the phi node. - - for (int i = phiNode.SourcesCount - 1; i >= 0; i--) - { - BasicBlock phiBlock = phiNode.GetBlock(i); - - if (BlockConditionsMatch(block, phiBlock)) - { - return phiNode.GetSource(i); - } - } - } - - return source; - } - public static void RunPass(BasicBlock block, ShaderConfig config) { // We can turn a bindless into regular access by recognizing the pattern @@ -89,7 +29,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations texOp.Inst == Instruction.TextureSample || texOp.Inst == Instruction.TextureSize) { - Operand bindlessHandle = FindLastOperation(texOp.GetSource(0), block); + Operand bindlessHandle = Utils.FindLastOperation(texOp.GetSource(0), block); if (bindlessHandle.Type == OperandType.ConstantBuffer) { @@ -107,8 +47,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations continue; } - Operand src0 = FindLastOperation(handleCombineOp.GetSource(0), block); - Operand src1 = FindLastOperation(handleCombineOp.GetSource(1), block); + Operand src0 = Utils.FindLastOperation(handleCombineOp.GetSource(0), block); + Operand src1 = Utils.FindLastOperation(handleCombineOp.GetSource(1), block); if (src0.Type != OperandType.ConstantBuffer || src1.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != src1.GetCbufSlot()) @@ -120,7 +60,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations } else if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore) { - Operand src0 = FindLastOperation(texOp.GetSource(0), block); + Operand src0 = Utils.FindLastOperation(texOp.GetSource(0), block); if (src0.Type == OperandType.ConstantBuffer) { diff --git a/Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs b/Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs index 254bd0b34..a34175449 100644 --- a/Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs +++ b/Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs @@ -25,32 +25,29 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations { Operand source = operation.GetSource(0); - if (source.AsgOp is Operation asgOperation) + int storageIndex = SearchForStorageBase(block, source, sbStart, sbEnd); + + if (storageIndex >= 0) { - int storageIndex = SearchForStorageBase(asgOperation, sbStart, sbEnd); + // 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(block, source, UbeBaseOffset, UbeBaseOffset + UbeDescsSize); 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); - } + node = ReplaceLdgWithLdc(node, config, storageIndex); } } } @@ -184,35 +181,70 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations return node; } - private static int SearchForStorageBase(Operation operation, int sbStart, int sbEnd) + private static int SearchForStorageBase(BasicBlock block, Operand globalAddress, int sbStart, int sbEnd) { - Queue assignments = new Queue(); + globalAddress = Utils.FindLastOperation(globalAddress, block); - assignments.Enqueue(operation); - - while (assignments.TryDequeue(out operation)) + if (globalAddress.Type == OperandType.ConstantBuffer) { - for (int index = 0; index < operation.SourcesCount; index++) + return GetStorageIndex(globalAddress, sbStart, sbEnd); + } + + Operation operation = globalAddress.AsgOp as Operation; + + if (operation == null || operation.Inst != Instruction.Add) + { + return -1; + } + + Operand src1 = operation.GetSource(0); + Operand src2 = operation.GetSource(1); + + if ((src1.Type == OperandType.LocalVariable && src2.Type == OperandType.Constant) || + (src2.Type == OperandType.LocalVariable && src1.Type == OperandType.Constant)) + { + if (src1.Type == OperandType.LocalVariable) { - Operand source = operation.GetSource(index); + operation = Utils.FindLastOperation(src1, block).AsgOp as Operation; + } + else + { + operation = Utils.FindLastOperation(src2, block).AsgOp as Operation; + } - if (source.Type == OperandType.ConstantBuffer) - { - int slot = source.GetCbufSlot(); - int offset = source.GetCbufOffset(); + if (operation == null || operation.Inst != Instruction.Add) + { + return -1; + } + } - if (slot == 0 && offset >= sbStart && offset < sbEnd) - { - int storageIndex = (offset - sbStart) / StorageDescSize; + for (int index = 0; index < operation.SourcesCount; index++) + { + Operand source = operation.GetSource(index); - return storageIndex; - } - } + int storageIndex = GetStorageIndex(source, sbStart, sbEnd); - if (source.AsgOp is Operation asgOperation) - { - assignments.Enqueue(asgOperation); - } + if (storageIndex != -1) + { + return storageIndex; + } + } + + return -1; + } + + private static int GetStorageIndex(Operand operand, int sbStart, int sbEnd) + { + if (operand.Type == OperandType.ConstantBuffer) + { + int slot = operand.GetCbufSlot(); + int offset = operand.GetCbufOffset(); + + if (slot == 0 && offset >= sbStart && offset < sbEnd) + { + int storageIndex = (offset - sbStart) / StorageDescSize; + + return storageIndex; } } diff --git a/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs b/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs index 61b1544f7..ec8d80159 100644 --- a/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs +++ b/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs @@ -10,11 +10,22 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations { public static void RunPass(BasicBlock[] blocks, ShaderConfig config) { + RunOptimizationPasses(blocks); + + // Those passes are looking for specific patterns and only needs to run once. for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++) { GlobalToStorage.RunPass(blocks[blkIndex], config); + BindlessToIndexed.RunPass(blocks[blkIndex]); + BindlessElimination.RunPass(blocks[blkIndex], config); } + // Run optimizations one last time to remove any code that is now optimizable after above passes. + RunOptimizationPasses(blocks); + } + + private static void RunOptimizationPasses(BasicBlock[] blocks) + { bool modified; do @@ -85,27 +96,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations } } while (modified); - - for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++) - { - BindlessToIndexed.RunPass(blocks[blkIndex]); - BindlessElimination.RunPass(blocks[blkIndex], config); - - // Try to eliminate any operations that are now unused. - LinkedListNode node = blocks[blkIndex].Operations.First; - - while (node != null) - { - LinkedListNode nextNode = node.Next; - - if (IsUnused(node.Value)) - { - RemoveNode(blocks[blkIndex], node); - } - - node = nextNode; - } - } } private static void PropagateCopy(Operation copyOp) diff --git a/Ryujinx.Graphics.Shader/Translation/Optimizations/Utils.cs b/Ryujinx.Graphics.Shader/Translation/Optimizations/Utils.cs new file mode 100644 index 000000000..83ff8c404 --- /dev/null +++ b/Ryujinx.Graphics.Shader/Translation/Optimizations/Utils.cs @@ -0,0 +1,67 @@ +using Ryujinx.Graphics.Shader.IntermediateRepresentation; + +namespace Ryujinx.Graphics.Shader.Translation.Optimizations +{ + static class Utils + { + private static Operation FindBranchSource(BasicBlock block) + { + foreach (BasicBlock sourceBlock in block.Predecessors) + { + if (sourceBlock.Operations.Count > 0) + { + Operation lastOp = sourceBlock.Operations.Last.Value as Operation; + + if (lastOp != null && + ((sourceBlock.Next == block && lastOp.Inst == Instruction.BranchIfFalse) || + (sourceBlock.Branch == block && lastOp.Inst == Instruction.BranchIfTrue))) + { + return lastOp; + } + } + } + + return null; + } + + private static bool BlockConditionsMatch(BasicBlock currentBlock, BasicBlock queryBlock) + { + // Check if all the conditions for the query block are satisfied by the current block. + // Just checks the top-most conditional for now. + + Operation currentBranch = FindBranchSource(currentBlock); + Operation queryBranch = FindBranchSource(queryBlock); + + Operand currentCondition = currentBranch?.GetSource(0); + Operand queryCondition = queryBranch?.GetSource(0); + + // The condition should be the same operand instance. + + return currentBranch != null && queryBranch != null && + currentBranch.Inst == queryBranch.Inst && + currentCondition == queryCondition; + } + + public static Operand FindLastOperation(Operand source, BasicBlock block) + { + if (source.AsgOp is PhiNode phiNode) + { + // This source can have a different value depending on a previous branch. + // Ensure that conditions met for that branch are also met for the current one. + // Prefer the latest sources for the phi node. + + for (int i = phiNode.SourcesCount - 1; i >= 0; i--) + { + BasicBlock phiBlock = phiNode.GetBlock(i); + + if (BlockConditionsMatch(block, phiBlock)) + { + return phiNode.GetSource(i); + } + } + } + + return source; + } + } +}