Fix constant buffer array size when indexing is used and other buffer descriptor and resolution scale regressions (#2298)

* Fix constant buffer array size when indexing is used

* Change default QueryConstantBufferUse value

* Fix more regressions

* Ensure proper order
This commit is contained in:
gdkchan 2021-05-20 15:12:15 -03:00 committed by GitHub
parent 7b8ad1c36c
commit b34c0a47b4
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 54 additions and 23 deletions

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@ -91,6 +91,9 @@ namespace Ryujinx.Graphics.Shader.Translation
private TextureDescriptor[] _cachedTextureDescriptors;
private TextureDescriptor[] _cachedImageDescriptors;
public int FirstConstantBufferBinding { get; private set; }
public int FirstStorageBufferBinding { get; private set; }
public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
{
Stage = ShaderStage.Compute;
@ -215,7 +218,7 @@ namespace Ryujinx.Graphics.Shader.Translation
}
}
private static void SetUsedTextureOrImage(
private void SetUsedTextureOrImage(
Dictionary<TextureInfo, TextureMeta> dict,
int cbufSlot,
int handle,
@ -235,7 +238,10 @@ namespace Ryujinx.Graphics.Shader.Translation
{
usageFlags |= TextureUsageFlags.NeedsScaleValue;
var canScale = (dimensions == 2 && !isArray) || (dimensions == 3 && isArray);
var canScale = (Stage == ShaderStage.Fragment || Stage == ShaderStage.Compute) && !isIndexed && !write &&
((dimensions == 2 && !isArray) ||
(dimensions == 3 && isArray));
if (!canScale)
{
// Resolution scaling cannot be applied to this texture right now.
@ -293,34 +299,59 @@ namespace Ryujinx.Graphics.Shader.Translation
if (UsedFeatures.HasFlag(FeatureFlags.CbIndexing))
{
usedMask = FillMask(usedMask);
usedMask |= (int)GpuAccessor.QueryConstantBufferUse();
}
return _cachedConstantBufferDescriptors = GetBufferDescriptors(usedMask, 0, _counts.IncrementUniformBuffersCount);
FirstConstantBufferBinding = _counts.UniformBuffersCount;
return _cachedConstantBufferDescriptors = GetBufferDescriptors(
usedMask,
0,
UsedFeatures.HasFlag(FeatureFlags.CbIndexing),
_counts.IncrementUniformBuffersCount);
}
public BufferDescriptor[] GetStorageBufferDescriptors()
{
return _cachedStorageBufferDescriptors ??= GetBufferDescriptors(FillMask(_usedStorageBuffers), _usedStorageBuffersWrite, _counts.IncrementStorageBuffersCount);
if (_cachedStorageBufferDescriptors != null)
{
return _cachedStorageBufferDescriptors;
}
FirstStorageBufferBinding = _counts.StorageBuffersCount;
return _cachedStorageBufferDescriptors = GetBufferDescriptors(
_usedStorageBuffers,
_usedStorageBuffersWrite,
true,
_counts.IncrementStorageBuffersCount);
}
private static int FillMask(int mask)
{
// When the storage or uniform buffers are used as array, we must allocate a binding
// even for the "gaps" that are not used on the shader.
// For this reason, fill up the gaps so that all slots up to the highest one are
// marked as "used".
return mask != 0 ? (int)(uint.MaxValue >> BitOperations.LeadingZeroCount((uint)mask)) : 0;
}
private static BufferDescriptor[] GetBufferDescriptors(int usedMask, int writtenMask, Func<int> getBindingCallback)
private static BufferDescriptor[] GetBufferDescriptors(
int usedMask,
int writtenMask,
bool isArray,
Func<int> getBindingCallback)
{
var descriptors = new BufferDescriptor[BitOperations.PopCount((uint)usedMask)];
int lastSlot = -1;
for (int i = 0; i < descriptors.Length; i++)
{
int slot = BitOperations.TrailingZeroCount(usedMask);
if (isArray)
{
// The next array entries also consumes bindings, even if they are unused.
for (int j = lastSlot + 1; j < slot; j++)
{
getBindingCallback();
}
}
lastSlot = slot;
descriptors[i] = new BufferDescriptor(getBindingCallback(), slot);
if ((writtenMask & (1 << slot)) != 0)