mirror of
https://github.com/KytyPS5/KytyPS5.git
synced 2026-10-20 10:56:58 +02:00
graphics: skip compute dispatches with BVH instructions
Co-authored-by: Mac <me@itsmemac.com>
This commit is contained in:
@@ -204,6 +204,7 @@ struct PipelineCache::ProgramCache {
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ShaderRecompiler::IR::ResourceSnapshot resources;
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ShaderRecompiler::IR::ResourceSpecialization specialization;
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std::vector<Permutation> permutations;
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bool skip_dispatch = false;
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};
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struct ProgramKeyHash {
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@@ -283,6 +284,9 @@ struct PipelineCache::ProgramCache {
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lookup_key.code_size = static_cast<uint32_t>(params.code.size());
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BuildStageStaticKey(input_info, lookup_key.static_state);
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auto entry = programs.find(lookup_key);
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if (entry != programs.end() && entry->second.skip_dispatch) {
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return {};
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}
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const ShaderRecompiler::IR::SrtRuntime runtime {
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.user_data = user_data,
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.shader_base = params.Base(),
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@@ -348,6 +352,11 @@ struct PipelineCache::ProgramCache {
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options.wave_size = input_info.wave_size;
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}
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auto translated = ShaderRecompiler::TranslateProgram(params.code, options);
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if (translated.skip_dispatch) {
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entry = programs.try_emplace(lookup_key, ShaderRecompiler::IR::ResourcePlan {}).first;
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entry->second.skip_dispatch = true;
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return {};
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}
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if (entry == programs.end()) {
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entry = programs.try_emplace(lookup_key,
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ShaderRecompiler::IR::ExtractResourcePlan(translated.program)).first;
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@@ -256,6 +256,10 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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input_info.dispatch_thread_dimensions = use_thread_dimensions;
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const auto compute_program =
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m_context.GetPipelineCache().GetComputeProgram(cs_regs, sh_regs, input_info);
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if (!compute_program) {
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// Temporary until RT is implemented.
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return;
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}
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if (use_thread_dimensions) {
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input_info.dispatch_threads_num[0] = thread_group_x;
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input_info.dispatch_threads_num[1] = thread_group_y;
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@@ -413,6 +417,10 @@ void RenderExecutor::DispatchIndirect(uint64_t submit_id, CommandBuffer& buffer,
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ShaderComputeInputInfo input_info {};
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const auto compute_program = m_context.GetPipelineCache().GetComputeProgram(
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cs_regs, buffer.GetRegisters().GetShaderRegisters(), input_info);
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if (!compute_program) {
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// Temporary until RT is implemented.
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return;
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}
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buffer.EndRendering();
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auto& pipeline = m_context.GetPipelineCache().GetComputePipeline(input_info, compute_program);
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auto& bindings = m_compute_bindings;
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@@ -20,6 +20,7 @@
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <chrono>
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#include <fmt/format.h>
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#include <map>
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@@ -523,6 +524,20 @@ TranslateResult TranslateProgram(std::span<const uint32_t> code, const CompileOp
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GetDumpLabel(options), StageName(options.stage), options.shader_hash,
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static_cast<uint64_t>(decoded.instructions.size()), phase_ms());
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// Temporary workaround for games that compile ray-tracing shaders before
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// the player can select a mode without ray tracing.
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if (options.stage == ShaderType::Compute && decoded.has_bvh) {
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static std::atomic_flag warned = ATOMIC_FLAG_INIT;
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if (!warned.test_and_set(std::memory_order_relaxed)) {
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const auto& bvh = decoded.instructions.back();
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Log::WriteToConsoleAndLog(fmt::format(
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"Warning: ray tracing is not implemented; skipping compute dispatches containing "
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"BVH intersection instructions (shader=0x{:016x}, pc=0x{:08x}, opcode=0x{:02x}).\n",
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options.shader_hash, bvh.pc, bvh.opcode_id));
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}
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return {.skip_dispatch = true};
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}
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std::string decoded_dump;
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if (options.dump_ir) {
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decoded_dump = Decoder::ProgramToString(decoded);
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@@ -615,6 +630,7 @@ TranslateResult TranslateProgram(std::span<const uint32_t> code, const CompileOp
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CompileResult CompileProgram(TranslateResult translated, const CompileOptions& options,
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const IR::ResourceSpecialization& specialization,
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uint32_t push_data_start_dword) {
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EXIT_IF(translated.skip_dispatch);
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const auto emit_begin = std::chrono::steady_clock::now();
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auto& ir = translated.program;
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IR::ApplyResourceSpecialization(ir, specialization);
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@@ -28,6 +28,7 @@ struct TranslateResult {
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IR::Program program;
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std::string decoded_dump;
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std::string cfg_dump;
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bool skip_dispatch = false;
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};
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struct CompileResult {
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@@ -403,6 +403,7 @@ void DecodeProgram(std::span<const uint32_t> code, Program& program) {
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program.instructions.clear();
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program.instructions.reserve(code.size());
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program.code = code;
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program.has_bvh = false;
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std::vector<bool> branch_targets;
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for (uint32_t word_index = 0; word_index < code.size();) {
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@@ -411,6 +412,10 @@ void DecodeProgram(std::span<const uint32_t> code, Program& program) {
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const auto& inst = program.instructions.back();
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word_index += inst.word_count;
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if (inst.family == Family::MIMG && (inst.opcode_id == 0xe6u || inst.opcode_id == 0xe7u)) {
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program.has_bvh = true;
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return;
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}
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if (IsDirectBranch(inst.opcode)) {
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const auto target_index = inst.branch_target / sizeof(uint32_t);
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@@ -731,6 +731,7 @@ struct Instruction {
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struct Program {
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std::span<const uint32_t> code;
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std::vector<Instruction> instructions;
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bool has_bvh = false;
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};
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// Code spans are trusted to contain complete instructions, valid branch targets, and 32-bit PCs.
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