Scope native barriers to shaders with shared execution

This commit is contained in:
nmzik
2026-09-21 09:22:10 +04:00
parent 61761b65f2
commit f9e56ef8a0
3 changed files with 16 additions and 39 deletions
@@ -559,6 +559,10 @@ void EmitVoid(ValueEmitContext&) {}
void EmitBarrier(EmitterState& state) {
const auto tessellation = state.program.stage == ShaderType::TessellationControl;
if (!tessellation && ShaderWorkgroupInput(state.program.stage, state.input_info) == nullptr) {
// Independent graphics invocations have no native workgroup left to synchronize.
return;
}
const auto memory_scope = tessellation ? spv::ScopeInvocation : spv::ScopeWorkgroup;
const auto semantics = tessellation ? spv::MemorySemanticsMaskNone
: spv::MemorySemanticsAcquireReleaseMask |
@@ -1,4 +1,4 @@
#include "graphics/shader/recompiler/backend/spirv/spirvEmitterInternal.h"
#include "graphics/shader/recompiler/backend/spirv/spirvEmitterInstructions.h"
namespace Libs::Graphics::ShaderRecompiler::Spirv::Emitter {
namespace {
@@ -127,10 +127,7 @@ void EmitMeshEntryPoint(EmitterState& state) {
state.builder.AddFunction(spv::OpFunctionCall, TypeVoid(state), state.builder.AllocateId(),
state.mesh_guest_func);
// All guest waves finish before the uniform Vulkan allocation and output stores.
state.builder.AddFunction(spv::OpControlBarrier, ConstantU32(state, spv::ScopeWorkgroup),
ConstantU32(state, spv::ScopeWorkgroup),
ConstantU32(state, spv::MemorySemanticsAcquireReleaseMask |
spv::MemorySemanticsWorkgroupMemoryMask));
EmitBarrier(state);
const auto vertices = MeshLoad(state, state.mesh_allocation, spv::StorageClassWorkgroup,
TypeU32(state), ConstantU32(state, 0));
const auto primitives = MeshLoad(state, state.mesh_allocation, spv::StorageClassWorkgroup,