[GPU] Simplify local X offsetting with resolution scaling

Switch between even and odd 16-byte element sequences along X by simply
flipping a bit rather than going to a different resolution-scaled group of
pixels, by increasing the size of the group within the constraints imposed
by tiling.
This commit is contained in:
Triang3l
2026-01-13 23:14:15 +03:00
parent 76c531bff2
commit 0f23f05683
169 changed files with 61380 additions and 64785 deletions

View File

@@ -61,118 +61,157 @@ int XenosTextureTiledAddress3D(const int3_xe p, const uint pitch_macro_tiles,
p.y & 1);
}
// Log2 of the number of blocks always laid out consecutively in memory along
// the horizontal axis.
uint XeTextureTiledConsecutiveBlocksLog2(uint bpb_log2) {
// 1bpb and 2bpb - 8.
// 4bpb - 4.
// 8bpb - 2.
// 16bpb - 1.
return min(4u - bpb_log2, 3u);
// XOR to apply to the tiled address to flip the bits corresponding to the given
// X coordinate bits within the width of a macro tile.
// Note that in a tiled address, bit 7 is X[4] ^ Y[3] ^ Z[2], not X[4] alone.
int XenosTextureTiledAddressXInMacroXor(const int x,
const uint bytes_per_element_log2) {
return XenosTextureTiledAddressCombine((x & 0x7) << bytes_per_element_log2,
0, (x >> 3) & 0x3, 0);
}
// Odd sequences of consecutive blocks along the horizontal axis are placed at a
// fixed offset in memory from the preceding even ones. Returns the distance
// between the beginnings of the even and its corresponding odd sequences.
uint XeTextureTiledOddConsecutiveBlocksOffset(uint bpb_log2) {
return bpb_log2 >= 2u ? 32u : 64u;
// The lowest bits of an element index within a micro tile are X[2:0].
// In a tiled address, the bit 4 is always Y[0].
// However, the bits [3:0] are the lower bits of the micro tile element index
// times the number of bytes per element.
// Because of this, a number of elements, that depends on the count of bytes per
// element, along the X axis (aligned to this amount) is stored consecutively in
// guest memory:
// - 1bpe: 8 elements (8 bytes - limited by address bit 3 being Y[1] for 1bpe).
// - 2bpe: 8 elements (16 bytes - limited by address bit 4 always being Y[0]).
// - 4bpe: 4 elements.
// - 8bpe: 2 elements.
// - 16bpe: 1 element.
// This makes it possible to access multiple elements in a single row using
// 8-byte or (for >= 2bpe) 16-byte loads and stores, and that's particularly
// useful when transferring texture data between tiled and linear storage.
// With resolution scaling, one scaled group of bytes in guest addresses
// corresponds to `scale.x * scale.y` groups of the same size on the host.
//
// A single group contains a full rectangular region of elements. This means
// that, for instance, if the Y[1] tiled address bit is within the group size,
// Y[0] must be within it too, so division is enough to go from host to guest
// coordinates for the origin of the group.
//
// The address of the guest group on the host is the guest tiled address of its
// origin in guest coordinates multiplied by `scale.x * scale.y`.
//
// Within a guest group, the addressing of elements is controlled by the host.
// Specifically, host groups are arranged in a guest group as block-linear
// column-major (for storage locality along both axes), and elements in a host
// group are laid out as linear row-major (guest tiling therefore is applied
// only to whole guest groups, not within them, for simplicity).
//
// Addressing with resolution scaling is not intended to allow for
// reinterpretation of resolution-scaled data between different numbers of bits
// per element. Rather, it's designed for simple and efficient access on the
// host, primarily when copying between tiled and linear storage, and to reduce
// the differences in shader logic between unscaled and scaled data.
//
// However, the groups are still small enough to preserve most of the tiling
// properties on a macro level, most importantly the possibility to resolve
// EDRAM render target regions to textures at different destination offsets.
//
// Also, the group sizes are selected to make resolution scaling calculations
// work the same for 2D and 3D textures, and also mostly position-independent -
// in particular, the bit 7 of a tiled address, which depends on Y[3] and Z[2],
// is never within the group size. This allows, for example, for downsampling of
// resolution-scaled data in a memory range to be done with the number of bytes
// per pixel being the only needed metadata.
//
// A common pattern in Xenia is copying multiple 8-byte or (for >= 2bpe) 16-byte
// sequences of consecutive elements along the X axis in a single shader
// invocation, by computing the tiled address once and merely flipping X bits in
// it.
//
// With the resolution scaling group size being no larger than 2^7 bytes, it may
// contain guest X bits [3:0] for <= 4bpe, [1:0] for 8bpe, and [0] for 16bpe
// (note that though X[3] always goes to address[6], for 8bpe, X[2] is
// address[8], so a group can't be wider than 4 elements, and similarly for X[1]
// for 16bpe).
//
// Given these requirements, the group sizes are chosen as follows:
// - 1bpe - lower 7 bits of an unscaled address are X0, X1, X2, Y1, Y0, Y2, X3:
// - Group width: 2^4 elements (maximum within 7 bits), or 2^4 bytes.
// - Group height: 2^3 elements (Y[2:0] between X[3:0]).
// - 2bpe - lower 7 bits of an unscaled address are 0, X0, X1, X2, Y0, Y1, X3:
// - Group width: 2^4 elements (maximum within 7 bits), or 2^5 bytes.
// - Group height: 2^2 elements (Y[1:0] between X[3:0]).
// - 4bpe - lower 7 bits of an unscaled address are 0, 0, X0, X1, Y0, X2, X3:
// - Group width: 2^4 elements (maximum within 7 bits), or 2^6 bytes.
// - Group height: 2^1 elements (Y[0] between X[3:0]).
// - 8bpe - lower 7 bits of an unscaled address are 0, 0, 0, X0, Y0, X1, X3:
// - Group width: 2^2 elements (X[2] is beyond 7 bits), or 2^5 bytes.
// - Group height: 2^1 elements (Y[0] between X[1:0]).
// - 16bpe - lower 7 bits of an unscaled address are 0, 0, 0, 0, Y0, X0, X3:
// - Group width: 2^1 elements (X[2:1] is beyond 7 bits), or 2^5 bytes.
// - Group height: 2^1 elements (Y[0] below X[0]).
//
// 2^6 bytes copied per invocation is likely to be optimal, as that consumes 16
// 32-bit VGPRs, out of a total of 24 (1024 / 40 rounded down to 4) available
// without VGPR usage becoming a theoretical occupancy limit on AMD GCN
// (although the occupancy of copy shaders is likely to be limited by memory
// accesses instead anyway).
//
// Note that with the given group sizes, as well as with elements in a host
// group stored as row-major, for 1bpe, 16x1 host elements are stored
// consecutively with resolution scaling (even though in guest tiling, only 8x1
// elements are), so they can be accessed via one 16-byte operation rather than
// two 8-byte ones.
// Expected to be called for a compile-time constant.
uint2_xe XeniaTextureResolutionScaledGroupElementsLog2(
const uint bytes_per_element_log2) {
// Based on the tiled address properties, see the comment above for details.
return uint2_xe(
bytes_per_element_log2 >= 3u ? 5u - bytes_per_element_log2 : 4u,
3u - min(bytes_per_element_log2, 2u));
}
// For shaders to be able to copy multiple horizontally adjacent pixels in the
// same way regardless of the resolution scale chosen, scaling is done at Nx1
// granularity where N matches the number of pixels that are consecutive with
// guest tiling, rather than within individual guest pixels:
// - 1bpp - 8x1 host pixels (can copy via R32G32_UINT)
// - 2bpp - 8x1 host pixels (can copy via R32G32B32A32_UINT)
// - 4bpp - 4x1 host pixels
// - 8bpp - 2x1 host pixels
// - 16bpp - 1x1 host pixels
// For better access locality, because compute shaders in Xenia usually have 2D
// thread groups, host Nx1 sub-units are scaled within guest Nx1 units in a
// column-major way.
// So, for example, in a 2bpp texture with 2x2 resolution scale, 16 guest bytes,
// or 64 host bytes, contain:
// - 16 host bytes - 8x1 top-left portion
// - 16 host bytes - 8x1 bottom-left portion
// - 16 host bytes - 8x1 top-right portion
// - 16 host bytes - 8x1 bottom-right portion
// This function is used only for non-negative positions within a texture, so
// for simplicity, especially of the division involved, assuming everything is
// unsigned.
uint XeTextureScaledTiledOffset(bool is_3d, uint3_xe p, uint pitch_aligned_shr5,
uint height_aligned_shr4, uint bpb_log2,
uint2_xe scale) {
uint unit_width_log2 = XeTextureTiledConsecutiveBlocksLog2(bpb_log2);
// Global host X coordinate in host Nx1 sub-units.
uint x_subunits = p.x >> unit_width_log2;
// Global guest XY coordinate in guest Nx1 units.
uint2_xe xy_unit_guest = uint2_xe(x_subunits, p.y) / scale;
// Global guest XYZ coordinate of the beginning of the Nx1 unit.
uint3_xe unit_guest_origin =
uint3_xe(xy_unit_guest.x << unit_width_log2, xy_unit_guest.y, p.z);
// Global guest linear address of the beginning of Nx1 unit in bytes.
uint unit_guest_address;
dont_flatten_xe if (is_3d) {
unit_guest_address = uint(XenosTextureTiledAddress3D(
int3_xe(unit_guest_origin), pitch_aligned_shr5, height_aligned_shr4,
bpb_log2));
} else {
unit_guest_address = uint(XenosTextureTiledAddress2D(
int2_xe(unit_guest_origin.xy), pitch_aligned_shr5, bpb_log2));
}
// Unit-local host XY index of the host Nx1 sub-unit.
// Also see XeTextureScaledRightSubUnitOffsetInConsecutivePair for common
// subexpression elimination information as this remainder calculation is done
// there too.
uint2_xe unit_subunit = uint2_xe(x_subunits, p.y) - xy_unit_guest * scale;
// Combine:
// - Guest global unit address.
// - Host unit-local sub-unit index.
// - Host pixel within a sub-unit (if the offset is requested at a smaller
// granularity than a whole sub-unit).
return unit_guest_address * (scale.x * scale.y) +
((((unit_subunit.x * scale.y + unit_subunit.y) << unit_width_log2) +
(p.x & ((1u << unit_width_log2) - 1u)))
<< bpb_log2);
}
struct XeniaTextureResolutionScaledAddressing {
uint2_xe guest_group_origin;
uint host_byte_offset_in_guest_group;
};
// Offset of the beginning of next host sub-unit along the horizontal axis
// within a pair of guest units.
// x must be a multiple of 1 << (XeTextureTiledConsecutiveBlocksLog2 + 1) - to
// go from one pair of consecutive blocks to another, full tiled offset
// recalculation is required.
uint XeTextureScaledRightSubUnitOffsetInConsecutivePair(uint x, uint bpb_log2,
uint2_xe scale) {
uint right_sub_unit_offset_columns;
uint tiled_consecutive_offset =
XeTextureTiledOddConsecutiveBlocksOffset(bpb_log2);
dont_flatten_xe if (scale.x > 1u) {
uint subunit_width_log2 = XeTextureTiledConsecutiveBlocksLog2(bpb_log2);
uint subunit_size_log2 = subunit_width_log2 + bpb_log2;
// While % can be used here to take the modulo, for better common
// subexpression elimination between this function and
// XeTextureScaledTiledOffset when both are used, taking the remainder the
// same way.
uint x_subunits = x >> subunit_width_log2;
uint unit_subunit_x = x_subunits - (x_subunits / scale.x) * scale.x;
if (unit_subunit_x + 1u == scale.x) {
// The next host sub-unit is in the other, odd guest unit.
right_sub_unit_offset_columns = tiled_consecutive_offset * scale.x -
(unit_subunit_x << subunit_size_log2);
} else {
// The next host sub-unit is in the same guest unit.
right_sub_unit_offset_columns = 1u << subunit_size_log2;
}
} else {
right_sub_unit_offset_columns = tiled_consecutive_offset;
}
// The layout of sub-units within one unit is column-major.
return right_sub_unit_offset_columns * scale.y;
}
XeniaTextureResolutionScaledAddressing
XeniaTextureGetResolutionScaledAddressing(const uint2_xe position,
const uint2_xe resolution_scale,
const uint bytes_per_element_log2) {
XeniaTextureResolutionScaledAddressing addressing;
int XeTextureGuestLinearOffset(int3_xe p, uint pitch, uint height_aligned,
uint bpb) {
return p.x * int(bpb) + (p.z * int(height_aligned) + p.y) * int(pitch);
const uint2_xe group_elements_log2 =
XeniaTextureResolutionScaledGroupElementsLog2(bytes_per_element_log2);
const uint2_xe host_group_id_in_texture = position >> group_elements_log2;
const uint2_xe guest_group_id_in_texture =
host_group_id_in_texture / resolution_scale;
const uint2_xe host_group_id_in_guest_group =
host_group_id_in_texture - resolution_scale * guest_group_id_in_texture;
addressing.guest_group_origin =
guest_group_id_in_texture << group_elements_log2;
// Host groups are stored as column-major in a guest group, but this can be
// changed freely.
const uint host_group_index_in_guest_group =
host_group_id_in_guest_group.x * resolution_scale.y +
host_group_id_in_guest_group.y;
// Shifts are expanded rather than chained because the number of bytes per
// element, and thus also the group size, are expected to be compile-time
// constants, so this is expected to be combined using GPU bitfield insert
// instructions.
const uint group_width_bytes_log2 =
group_elements_log2.x + bytes_per_element_log2;
const uint2_xe position_in_host_group =
position & ((uint_x2_xe(1u) << group_elements_log2) - 1u);
addressing.host_byte_offset_in_guest_group =
(host_group_index_in_guest_group <<
(group_width_bytes_log2 + group_elements_log2.y)) |
(position_in_host_group.y << group_width_bytes_log2) |
(position_in_host_group.x << bytes_per_element_log2);
return addressing;
}
int XeTextureHostLinearOffset(int3_xe p, uint pitch, uint height, uint bpb) {