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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project |
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// SPDX-License-Identifier: GPL-2.0-or-later |
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// This shader is a workaround for a quirk in NVIDIA OpenGL drivers |
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// Shaders using local memory see a great performance benefit if a shader that was dispatched |
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// before it had more local memory allocated. |
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// This shader allocates the maximum local memory allowed on NVIDIA drivers to ensure that |
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// subsequent shaders see the performance boost. |
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// NOTE: This shader does no actual meaningful work and returns immediately, |
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// it is simply a means to have the driver expect a shader using lots of local memory. |
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#version 450 |
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
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layout(location = 0) uniform uint uniform_data; |
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layout(binding = 0, rgba8) uniform writeonly restrict image2DArray dest_image; |
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#define MAX_LMEM_SIZE 4080 // Size chosen to avoid errors in Nvidia's GLSL compiler |
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#define NUM_LMEM_CONSTANTS 1 |
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#define ARRAY_SIZE MAX_LMEM_SIZE - NUM_LMEM_CONSTANTS |
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uint lmem_0[ARRAY_SIZE]; |
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const uvec4 constant_values[NUM_LMEM_CONSTANTS] = uvec4[](uvec4(0)); |
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void main() { |
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const uint global_id = gl_GlobalInvocationID.x; |
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if (global_id <= 128) { |
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// Since the shader is called with a dispatch of 1x1x1 |
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// This should always be the case, and this shader will not actually execute |
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return; |
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} |
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for (uint t = 0; t < uniform_data; t++) { |
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const uint offset = (t * uniform_data); |
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lmem_0[offset] = t; |
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} |
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const uint offset = (gl_GlobalInvocationID.y * uniform_data + gl_GlobalInvocationID.x); |
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const uint value = lmem_0[offset]; |
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const uint const_value = constant_values[offset / 4][offset % 4]; |
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const uvec4 color = uvec4(value + const_value); |
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// A "side-effect" is needed so the variables don't get optimized out, |
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// but this should never execute so there should be no clobbering of previously bound state. |
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imageStore(dest_image, ivec3(gl_GlobalInvocationID), color); |
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} |