* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
119 lines
4.3 KiB
C#
119 lines
4.3 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class BindlessToIndexed
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{
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private const int NvnTextureBufferIndex = 2;
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public static void RunPass(BasicBlock block, ResourceManager resourceManager)
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{
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// We can turn a bindless texture access into a indexed access,
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// as long the following conditions are true:
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// - The handle is loaded using a LDC instruction.
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// - The handle is loaded from the constant buffer with the handles (CB2 for NVN).
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// - The load has a constant offset.
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// The base offset of the array of handles on the constant buffer is the constant offset.
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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{
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if (node.Value is not TextureOperation texOp)
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{
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continue;
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}
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if ((texOp.Flags & TextureFlags.Bindless) == 0)
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{
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continue;
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}
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if (texOp.GetSource(0).AsgOp is not Operation handleAsgOp)
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{
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continue;
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}
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if (handleAsgOp.Inst != Instruction.Load ||
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handleAsgOp.StorageKind != StorageKind.ConstantBuffer ||
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handleAsgOp.SourcesCount != 4)
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{
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continue;
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}
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Operand ldcSrc0 = handleAsgOp.GetSource(0);
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if (ldcSrc0.Type != OperandType.Constant ||
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!resourceManager.TryGetConstantBufferSlot(ldcSrc0.Value, out int src0CbufSlot) ||
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src0CbufSlot != NvnTextureBufferIndex)
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{
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continue;
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}
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Operand ldcSrc1 = handleAsgOp.GetSource(1);
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// We expect field index 0 to be accessed.
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if (ldcSrc1.Type != OperandType.Constant || ldcSrc1.Value != 0)
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{
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continue;
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}
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Operand ldcSrc2 = handleAsgOp.GetSource(2);
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// FIXME: This is missing some checks, for example, a check to ensure that the shift value is 2.
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// Might be not worth fixing since if that doesn't kick in, the result will be no texture
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// to access anyway which is also wrong.
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// Plus this whole transform is fundamentally flawed as-is since we have no way to know the array size.
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// Eventually, this should be entirely removed in favor of a implementation that supports true bindless
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// texture access.
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if (ldcSrc2.AsgOp is not Operation shrOp || shrOp.Inst != Instruction.ShiftRightU32)
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{
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continue;
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}
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if (shrOp.GetSource(0).AsgOp is not Operation shrOp2 || shrOp2.Inst != Instruction.ShiftRightU32)
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{
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continue;
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}
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if (shrOp2.GetSource(0).AsgOp is not Operation addOp || addOp.Inst != Instruction.Add)
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{
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continue;
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}
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Operand addSrc1 = addOp.GetSource(1);
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if (addSrc1.Type != OperandType.Constant)
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{
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continue;
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}
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TurnIntoIndexed(resourceManager, texOp, addSrc1.Value / 4);
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Operand index = Local();
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Operand source = addOp.GetSource(0);
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Operation shrBy3 = new(Instruction.ShiftRightU32, index, source, Const(3));
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block.Operations.AddBefore(node, shrBy3);
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texOp.SetSource(0, index);
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}
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}
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private static void TurnIntoIndexed(ResourceManager resourceManager, TextureOperation texOp, int handle)
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{
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int binding = resourceManager.GetTextureOrImageBinding(
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texOp.Inst,
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texOp.Type | SamplerType.Indexed,
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texOp.Format,
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texOp.Flags & ~TextureFlags.Bindless,
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NvnTextureBufferIndex,
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handle);
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texOp.TurnIntoIndexed(binding);
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}
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}
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}
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