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shader_ir/warp: Implement SHFL for Nvidia devices #2855

merged 1 commit into from Sep 20, 2019


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commented Sep 11, 2019

Implements SHFL (not SHFL.VTG, that's a different instruction) using Nvidia intrinsics.

On non-Nvidia devices SHFL is emulated with as a theoretical device with a warp size of one, having the same behaviour as NX hardware but with a single thread per warp. We won't have to do this on Vulkan with devices with the option of using a subgroup of 32 (gen9 Intel, Vega and Nvidia). That being said, SPIR-V instructions can't query if a thread is out of bounds. The IR is generic enough to handle three cases.

I'm sad about the math used to convert Nvidia's SHFL mask back into GLSL's width. What this mask means is unknown to me at the moment of writing this.

This also introduces the usage of std::string_view to avoid code repetition on the GLSL decompiler.


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commented Sep 15, 2019

@ReinUsesLisp Rebase
@amayra Please use discord to ask such questions. PRs are suppose to only have posts related to the PR.

@yuzu-emu yuzu-emu deleted a comment from amayra Sep 15, 2019
@ReinUsesLisp ReinUsesLisp force-pushed the ReinUsesLisp:shfl branch from a0314fa to 0526bf1 Sep 17, 2019
@ReinUsesLisp ReinUsesLisp added the opengl label Sep 18, 2019
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bunnei approved these changes Sep 20, 2019
@bunnei bunnei merged commit 88d8574 into yuzu-emu:master Sep 20, 2019
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@ReinUsesLisp ReinUsesLisp deleted the ReinUsesLisp:shfl branch Sep 21, 2019
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