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-rw-r--r--src/video_core/host_shaders/CMakeLists.txt6
-rw-r--r--src/video_core/host_shaders/queries_prefix_scan_sum.comp173
-rw-r--r--src/video_core/host_shaders/queries_prefix_scan_sum_nosubgroups.comp138
-rw-r--r--src/video_core/host_shaders/resolve_conditional_render.comp20
4 files changed, 336 insertions, 1 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index c4d459077..6b912027f 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -41,6 +41,9 @@ set(SHADER_FILES
pitch_unswizzle.comp
present_bicubic.frag
present_gaussian.frag
+ queries_prefix_scan_sum.comp
+ queries_prefix_scan_sum_nosubgroups.comp
+ resolve_conditional_render.comp
smaa_edge_detection.vert
smaa_edge_detection.frag
smaa_blending_weight_calculation.vert
@@ -70,6 +73,7 @@ if ("${GLSLANGVALIDATOR}" STREQUAL "GLSLANGVALIDATOR-NOTFOUND")
endif()
set(GLSL_FLAGS "")
+set(SPIR_V_VERSION "spirv1.3")
set(QUIET_FLAG "--quiet")
set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include)
@@ -123,7 +127,7 @@ foreach(FILENAME IN ITEMS ${SHADER_FILES})
OUTPUT
${SPIRV_HEADER_FILE}
COMMAND
- ${GLSLANGVALIDATOR} -V ${QUIET_FLAG} -I"${FIDELITYFX_INCLUDE_DIR}" ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE}
+ ${GLSLANGVALIDATOR} -V ${QUIET_FLAG} -I"${FIDELITYFX_INCLUDE_DIR}" ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE} --target-env ${SPIR_V_VERSION}
MAIN_DEPENDENCY
${SOURCE_FILE}
)
diff --git a/src/video_core/host_shaders/queries_prefix_scan_sum.comp b/src/video_core/host_shaders/queries_prefix_scan_sum.comp
new file mode 100644
index 000000000..6faa8981f
--- /dev/null
+++ b/src/video_core/host_shaders/queries_prefix_scan_sum.comp
@@ -0,0 +1,173 @@
+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+#version 460 core
+
+#extension GL_KHR_shader_subgroup_basic : require
+#extension GL_KHR_shader_subgroup_shuffle : require
+#extension GL_KHR_shader_subgroup_shuffle_relative : require
+#extension GL_KHR_shader_subgroup_arithmetic : require
+
+#ifdef VULKAN
+
+#define HAS_EXTENDED_TYPES 1
+#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
+#define END_PUSH_CONSTANTS };
+#define UNIFORM(n)
+#define BINDING_INPUT_BUFFER 0
+#define BINDING_OUTPUT_IMAGE 1
+
+#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
+
+#extension GL_NV_gpu_shader5 : enable
+#ifdef GL_NV_gpu_shader5
+#define HAS_EXTENDED_TYPES 1
+#else
+#define HAS_EXTENDED_TYPES 0
+#endif
+#define BEGIN_PUSH_CONSTANTS
+#define END_PUSH_CONSTANTS
+#define UNIFORM(n) layout(location = n) uniform
+#define BINDING_INPUT_BUFFER 0
+#define BINDING_OUTPUT_IMAGE 0
+
+#endif
+
+BEGIN_PUSH_CONSTANTS
+UNIFORM(0) uint min_accumulation_base;
+UNIFORM(1) uint max_accumulation_base;
+UNIFORM(2) uint accumulation_limit;
+UNIFORM(3) uint buffer_offset;
+END_PUSH_CONSTANTS
+
+#define LOCAL_RESULTS 8
+#define QUERIES_PER_INVOC 2048
+
+layout(local_size_x = QUERIES_PER_INVOC / LOCAL_RESULTS) in;
+
+layout(std430, binding = 0) readonly buffer block1 {
+ uvec2 input_data[];
+};
+
+layout(std430, binding = 1) coherent buffer block2 {
+ uvec2 output_data[];
+};
+
+layout(std430, binding = 2) coherent buffer block3 {
+ uvec2 accumulated_data;
+};
+
+shared uvec2 shared_data[128];
+
+// Simple Uint64 add that uses 2 uint variables for GPUs that don't support uint64
+uvec2 AddUint64(uvec2 value_1, uvec2 value_2) {
+ uint carry = 0;
+ uvec2 result;
+ result.x = uaddCarry(value_1.x, value_2.x, carry);
+ result.y = value_1.y + value_2.y + carry;
+ return result;
+}
+
+// do subgroup Prefix Sum using Hillis and Steele's algorithm
+uvec2 subgroupInclusiveAddUint64(uvec2 value) {
+ uvec2 result = value;
+ for (uint i = 1; i < gl_SubgroupSize; i *= 2) {
+ uvec2 other = subgroupShuffleUp(result, i); // get value from subgroup_inv_id - i;
+ if (i <= gl_SubgroupInvocationID) {
+ result = AddUint64(result, other);
+ }
+ }
+ return result;
+}
+
+// Writes down the results to the output buffer and to the accumulation buffer
+void WriteResults(uvec2 results[LOCAL_RESULTS]) {
+ const uint current_id = gl_LocalInvocationID.x;
+ const uvec2 accum = accumulated_data;
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ uvec2 base_data = current_id * LOCAL_RESULTS + i < min_accumulation_base ? accum : uvec2(0, 0);
+ AddUint64(results[i], base_data);
+ }
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ output_data[buffer_offset + current_id * LOCAL_RESULTS + i] = results[i];
+ }
+ uint index = accumulation_limit % LOCAL_RESULTS;
+ uint base_id = accumulation_limit / LOCAL_RESULTS;
+ if (min_accumulation_base >= accumulation_limit + 1) {
+ if (current_id == base_id) {
+ accumulated_data = results[index];
+ }
+ return;
+ }
+ // We have that ugly case in which the accumulation data is reset in the middle somewhere.
+ barrier();
+ groupMemoryBarrier();
+
+ if (current_id == base_id) {
+ uvec2 reset_value = output_data[max_accumulation_base - 1];
+ // Calculate two complement / negate manually
+ reset_value = AddUint64(uvec2(1,0), ~reset_value);
+ accumulated_data = AddUint64(results[index], reset_value);
+ }
+}
+
+void main() {
+ const uint subgroup_inv_id = gl_SubgroupInvocationID;
+ const uint subgroup_id = gl_SubgroupID + gl_WorkGroupID.x * gl_NumSubgroups;
+ const uint last_subgroup_id = subgroupMax(subgroup_inv_id);
+ const uint current_id = gl_LocalInvocationID.x;
+ const uint total_work = accumulation_limit;
+ const uint last_result_id = LOCAL_RESULTS - 1;
+ uvec2 data[LOCAL_RESULTS];
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ data[i] = input_data[buffer_offset + current_id * LOCAL_RESULTS + i];
+ }
+ uvec2 results[LOCAL_RESULTS];
+ results[0] = data[0];
+ for (uint i = 1; i < LOCAL_RESULTS; i++) {
+ results[i] = AddUint64(data[i], results[i - 1]);
+ }
+ // make sure all input data has been loaded
+ subgroupBarrier();
+ subgroupMemoryBarrier();
+
+ // on the last local result, do a subgroup inclusive scan sum
+ results[last_result_id] = subgroupInclusiveAddUint64(results[last_result_id]);
+ // get the last local result from the subgroup behind the current
+ uvec2 result_behind = subgroupShuffleUp(results[last_result_id], 1);
+ if (subgroup_inv_id != 0) {
+ for (uint i = 1; i < LOCAL_RESULTS; i++) {
+ results[i - 1] = AddUint64(results[i - 1], result_behind);
+ }
+ }
+
+ // if we had less queries than our subgroup, just write down the results.
+ if (total_work <= gl_SubgroupSize * LOCAL_RESULTS) { // This condition is constant per dispatch.
+ WriteResults(results);
+ return;
+ }
+
+ // We now have more, so lets write the last result into shared memory.
+ // Only pick the last subgroup.
+ if (subgroup_inv_id == last_subgroup_id) {
+ shared_data[subgroup_id] = results[last_result_id];
+ }
+ // wait until everyone loaded their stuffs
+ barrier();
+ memoryBarrierShared();
+
+ // only if it's not the first subgroup
+ if (subgroup_id != 0) {
+ // get the results from some previous invocation
+ uvec2 tmp = shared_data[subgroup_inv_id];
+ subgroupBarrier();
+ subgroupMemoryBarrierShared();
+ tmp = subgroupInclusiveAddUint64(tmp);
+ // obtain the result that would be equivalent to the previous result
+ uvec2 shuffled_result = subgroupShuffle(tmp, subgroup_id - 1);
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ results[i] = AddUint64(results[i], shuffled_result);
+ }
+ }
+ WriteResults(results);
+} \ No newline at end of file
diff --git a/src/video_core/host_shaders/queries_prefix_scan_sum_nosubgroups.comp b/src/video_core/host_shaders/queries_prefix_scan_sum_nosubgroups.comp
new file mode 100644
index 000000000..559a213b9
--- /dev/null
+++ b/src/video_core/host_shaders/queries_prefix_scan_sum_nosubgroups.comp
@@ -0,0 +1,138 @@
+// SPDX-FileCopyrightText: Copyright 2015 Graham Sellers, Richard Wright Jr. and Nicholas Haemel
+// SPDX-License-Identifier: MIT
+
+// Code obtained from OpenGL SuperBible, Seventh Edition by Graham Sellers, Richard Wright Jr. and
+// Nicholas Haemel. Modified to suit needs.
+
+#version 460 core
+
+#ifdef VULKAN
+
+#define HAS_EXTENDED_TYPES 1
+#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
+#define END_PUSH_CONSTANTS };
+#define UNIFORM(n)
+#define BINDING_INPUT_BUFFER 0
+#define BINDING_OUTPUT_IMAGE 1
+
+#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
+
+#extension GL_NV_gpu_shader5 : enable
+#ifdef GL_NV_gpu_shader5
+#define HAS_EXTENDED_TYPES 1
+#else
+#define HAS_EXTENDED_TYPES 0
+#endif
+#define BEGIN_PUSH_CONSTANTS
+#define END_PUSH_CONSTANTS
+#define UNIFORM(n) layout(location = n) uniform
+#define BINDING_INPUT_BUFFER 0
+#define BINDING_OUTPUT_IMAGE 0
+
+#endif
+
+BEGIN_PUSH_CONSTANTS
+UNIFORM(0) uint min_accumulation_base;
+UNIFORM(1) uint max_accumulation_base;
+UNIFORM(2) uint accumulation_limit;
+UNIFORM(3) uint buffer_offset;
+END_PUSH_CONSTANTS
+
+#define LOCAL_RESULTS 4
+#define QUERIES_PER_INVOC 2048
+
+layout(local_size_x = QUERIES_PER_INVOC / LOCAL_RESULTS) in;
+
+layout(std430, binding = 0) readonly buffer block1 {
+ uvec2 input_data[gl_WorkGroupSize.x * LOCAL_RESULTS];
+};
+
+layout(std430, binding = 1) writeonly coherent buffer block2 {
+ uvec2 output_data[gl_WorkGroupSize.x * LOCAL_RESULTS];
+};
+
+layout(std430, binding = 2) coherent buffer block3 {
+ uvec2 accumulated_data;
+};
+
+shared uvec2 shared_data[gl_WorkGroupSize.x * LOCAL_RESULTS];
+
+uvec2 AddUint64(uvec2 value_1, uvec2 value_2) {
+ uint carry = 0;
+ uvec2 result;
+ result.x = uaddCarry(value_1.x, value_2.x, carry);
+ result.y = value_1.y + value_2.y + carry;
+ return result;
+}
+
+void main(void) {
+ uint id = gl_LocalInvocationID.x;
+ uvec2 base_value[LOCAL_RESULTS];
+ const uvec2 accum = accumulated_data;
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ base_value[i] = (buffer_offset + id * LOCAL_RESULTS + i) < min_accumulation_base
+ ? accumulated_data
+ : uvec2(0);
+ }
+ uint work_size = gl_WorkGroupSize.x;
+ uint rd_id;
+ uint wr_id;
+ uint mask;
+ uvec2 inputs[LOCAL_RESULTS];
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ inputs[i] = input_data[buffer_offset + id * LOCAL_RESULTS + i];
+ }
+ // The number of steps is the log base 2 of the
+ // work group size, which should be a power of 2
+ const uint steps = uint(log2(work_size)) + uint(log2(LOCAL_RESULTS));
+ uint step = 0;
+
+ // Each invocation is responsible for the content of
+ // two elements of the output array
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ shared_data[id * LOCAL_RESULTS + i] = inputs[i];
+ }
+ // Synchronize to make sure that everyone has initialized
+ // their elements of shared_data[] with data loaded from
+ // the input arrays
+ barrier();
+ memoryBarrierShared();
+ // For each step...
+ for (step = 0; step < steps; step++) {
+ // Calculate the read and write index in the
+ // shared array
+ mask = (1 << step) - 1;
+ rd_id = ((id >> step) << (step + 1)) + mask;
+ wr_id = rd_id + 1 + (id & mask);
+ // Accumulate the read data into our element
+
+ shared_data[wr_id] = AddUint64(shared_data[rd_id], shared_data[wr_id]);
+ // Synchronize again to make sure that everyone
+ // has caught up with us
+ barrier();
+ memoryBarrierShared();
+ }
+ // Add the accumulation
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ shared_data[id * LOCAL_RESULTS + i] =
+ AddUint64(shared_data[id * LOCAL_RESULTS + i], base_value[i]);
+ }
+ barrier();
+ memoryBarrierShared();
+
+ // Finally write our data back to the output buffer
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ output_data[buffer_offset + id * LOCAL_RESULTS + i] = shared_data[id * LOCAL_RESULTS + i];
+ }
+ if (id == 0) {
+ if (min_accumulation_base >= accumulation_limit + 1) {
+ accumulated_data = shared_data[accumulation_limit];
+ return;
+ }
+ uvec2 reset_value = shared_data[max_accumulation_base - 1];
+ uvec2 final_value = shared_data[accumulation_limit];
+ // Two complements
+ reset_value = AddUint64(uvec2(1, 0), ~reset_value);
+ accumulated_data = AddUint64(final_value, reset_value);
+ }
+} \ No newline at end of file
diff --git a/src/video_core/host_shaders/resolve_conditional_render.comp b/src/video_core/host_shaders/resolve_conditional_render.comp
new file mode 100644
index 000000000..307e77d1a
--- /dev/null
+++ b/src/video_core/host_shaders/resolve_conditional_render.comp
@@ -0,0 +1,20 @@
+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+#version 450
+
+layout(local_size_x = 1) in;
+
+layout(std430, binding = 0) buffer Query {
+ uvec2 initial;
+ uvec2 unknown;
+ uvec2 current;
+};
+
+layout(std430, binding = 1) buffer Result {
+ uint result;
+};
+
+void main() {
+ result = all(equal(initial, current)) ? 1 : 0;
+}