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