[D3D12] DXBC: Re-enable indexable temps because they are okay on Nvidia

This commit is contained in:
Triang3l 2018-09-08 21:14:02 +03:00
parent b56ff6e325
commit 3a86d78c18
1 changed files with 6 additions and 7 deletions

View File

@ -20,11 +20,11 @@
#include "xenia/base/assert.h" #include "xenia/base/assert.h"
#include "xenia/base/math.h" #include "xenia/base/math.h"
DEFINE_bool(dxbc_indexable_temps, false, DEFINE_bool(dxbc_indexable_temps, true,
"Use indexable temporary registers in translated DXBC shaders for " "Use indexable temporary registers in translated DXBC shaders for "
"relative addressing of general-purpose registers - shaders rarely " "relative addressing of general-purpose registers - shaders rarely "
"do that, but when they do, this may improve performance on AMD, " "do that, but when they do, this may improve performance on AMD, "
"but may cause GPU hangs on Nvidia."); "but may cause unknown issues on Nvidia.");
namespace xe { namespace xe {
namespace gpu { namespace gpu {
@ -43,8 +43,7 @@ using namespace ucode;
// - x# (indexable temporary registers) are 4-component (though not sure what // - x# (indexable temporary registers) are 4-component (though not sure what
// happens if you dcl them as 1-component) and can be accessed either via // happens if you dcl them as 1-component) and can be accessed either via
// a mov load or a mov store (and those movs are counted as ArrayInstructions // a mov load or a mov store (and those movs are counted as ArrayInstructions
// in STAT, not as MovInstructions). They may hang Nvidia GPUs totally though // in STAT, not as MovInstructions).
// (happened on GTX 850M).
// //
// Indexing: // Indexing:
// - Constant buffers use 3D indices in CBx[y][z] format, where x is the ID of // - Constant buffers use 3D indices in CBx[y][z] format, where x is the ID of
@ -532,9 +531,9 @@ void DxbcShaderTranslator::CompletePixelShader() {
// Remap guest render target indices to host since because on the host, the // Remap guest render target indices to host since because on the host, the
// indices of the bound render targets are consecutive. This is done using 16 // indices of the bound render targets are consecutive. This is done using 16
// movc instructions because indexable temps hang Nvidia GPUs like GTX 850M. // movc instructions because indexable temps are known to be causing
// In the map, the components are host render target indices, and the values // performance issues on some Nvidia GPUs. In the map, the components are host
// are the guest ones. // render target indices, and the values are the guest ones.
uint32_t remap_movc_mask_register = PushSystemTemp(); uint32_t remap_movc_mask_register = PushSystemTemp();
uint32_t remap_movc_target_register = PushSystemTemp(); uint32_t remap_movc_target_register = PushSystemTemp();
rdef_constants_used_ |= 1ull rdef_constants_used_ |= 1ull