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authorgdkchan <gab.dark.100@gmail.com>2020-11-09 19:35:04 -0300
committerGitHub <noreply@github.com>2020-11-09 19:35:04 -0300
commit934a78005e75653529c320cf90e78fe6536447c2 (patch)
treea0601ef1abfbace3c35c10fb048d2e33447054c2 /Ryujinx.Graphics.Shader/Translation/Rewriter.cs
parenteda6b78894eef3d9dc1e8ea6984e2f5bd319d68e (diff)
Simplify logic for bindless texture handling (#1667)
* Simplify logic for bindless texture handling * Nits
Diffstat (limited to 'Ryujinx.Graphics.Shader/Translation/Rewriter.cs')
-rw-r--r--Ryujinx.Graphics.Shader/Translation/Rewriter.cs484
1 files changed, 484 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Shader/Translation/Rewriter.cs b/Ryujinx.Graphics.Shader/Translation/Rewriter.cs
new file mode 100644
index 00000000..a928f935
--- /dev/null
+++ b/Ryujinx.Graphics.Shader/Translation/Rewriter.cs
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+using Ryujinx.Graphics.Shader.IntermediateRepresentation;
+using System.Collections.Generic;
+using System.Diagnostics;
+using System.Linq;
+
+using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
+using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
+
+namespace Ryujinx.Graphics.Shader.Translation
+{
+ static class Rewriter
+ {
+ public static void RunPass(BasicBlock[] blocks, ShaderConfig config)
+ {
+ for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
+ {
+ BasicBlock block = blocks[blkIndex];
+
+ for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
+ {
+ if (!(node.Value is Operation operation))
+ {
+ continue;
+ }
+
+ if (UsesGlobalMemory(operation.Inst))
+ {
+ node = RewriteGlobalAccess(node, config);
+ }
+
+ if (operation is TextureOperation texOp)
+ {
+ if (texOp.Inst == Instruction.TextureSample)
+ {
+ node = RewriteTextureSample(node, config);
+ }
+
+ if (texOp.Type == SamplerType.TextureBuffer)
+ {
+ node = InsertSnormNormalization(node, config);
+ }
+ }
+ }
+ }
+ }
+
+ private static LinkedListNode<INode> RewriteGlobalAccess(LinkedListNode<INode> node, ShaderConfig config)
+ {
+ Operation operation = (Operation)node.Value;
+
+ Operation storageOp;
+
+ Operand PrependOperation(Instruction inst, params Operand[] sources)
+ {
+ Operand local = Local();
+
+ node.List.AddBefore(node, new Operation(inst, local, sources));
+
+ return local;
+ }
+
+ Operand addrLow = operation.GetSource(0);
+ Operand addrHigh = operation.GetSource(1);
+
+ Operand sbBaseAddrLow = Const(0);
+ Operand sbSlot = Const(0);
+
+ for (int slot = 0; slot < StorageMaxCount; slot++)
+ {
+ int cbOffset = GetStorageCbOffset(config.Stage, slot);
+
+ Operand baseAddrLow = Cbuf(0, cbOffset);
+ Operand baseAddrHigh = Cbuf(0, cbOffset + 1);
+ Operand size = Cbuf(0, cbOffset + 2);
+
+ Operand offset = PrependOperation(Instruction.Subtract, addrLow, baseAddrLow);
+ Operand borrow = PrependOperation(Instruction.CompareLessU32, addrLow, baseAddrLow);
+
+ Operand inRangeLow = PrependOperation(Instruction.CompareLessU32, offset, size);
+
+ Operand addrHighBorrowed = PrependOperation(Instruction.Add, addrHigh, borrow);
+
+ Operand inRangeHigh = PrependOperation(Instruction.CompareEqual, addrHighBorrowed, baseAddrHigh);
+
+ Operand inRange = PrependOperation(Instruction.BitwiseAnd, inRangeLow, inRangeHigh);
+
+ sbBaseAddrLow = PrependOperation(Instruction.ConditionalSelect, inRange, baseAddrLow, sbBaseAddrLow);
+ sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
+ }
+
+ Operand alignMask = Const(-config.GpuAccessor.QueryStorageBufferOffsetAlignment());
+
+ Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
+ Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
+ Operand wordOffset = PrependOperation(Instruction.ShiftRightU32, byteOffset, Const(2));
+
+ Operand[] sources = new Operand[operation.SourcesCount];
+
+ sources[0] = sbSlot;
+ sources[1] = wordOffset;
+
+ for (int index = 2; index < operation.SourcesCount; index++)
+ {
+ sources[index] = operation.GetSource(index);
+ }
+
+ if (operation.Inst.IsAtomic())
+ {
+ Instruction inst = (operation.Inst & ~Instruction.MrMask) | Instruction.MrStorage;
+
+ storageOp = new Operation(inst, operation.Dest, sources);
+ }
+ else if (operation.Inst == Instruction.LoadGlobal)
+ {
+ storageOp = new Operation(Instruction.LoadStorage, operation.Dest, sources);
+ }
+ else
+ {
+ storageOp = new Operation(Instruction.StoreStorage, null, sources);
+ }
+
+ for (int index = 0; index < operation.SourcesCount; index++)
+ {
+ operation.SetSource(index, null);
+ }
+
+ LinkedListNode<INode> oldNode = node;
+
+ node = node.List.AddBefore(node, storageOp);
+
+ node.List.Remove(oldNode);
+
+ return node;
+ }
+
+ private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
+ {
+ TextureOperation texOp = (TextureOperation)node.Value;
+
+ bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
+ bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
+
+ bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QuerySupportsNonConstantTextureOffset();
+
+ bool isRect = config.GpuAccessor.QueryIsTextureRectangle(texOp.Handle);
+
+ if (!(hasInvalidOffset || isRect))
+ {
+ return node;
+ }
+
+ bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
+ bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
+ bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
+ bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
+ bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
+ bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
+
+ bool isArray = (texOp.Type & SamplerType.Array) != 0;
+ bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
+ bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
+ bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
+
+ int coordsCount = texOp.Type.GetDimensions();
+
+ int offsetsCount;
+
+ if (hasOffsets)
+ {
+ offsetsCount = coordsCount * 4;
+ }
+ else if (hasOffset)
+ {
+ offsetsCount = coordsCount;
+ }
+ else
+ {
+ offsetsCount = 0;
+ }
+
+ Operand[] offsets = new Operand[offsetsCount];
+ Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
+
+ int copyCount = 0;
+
+ if (isBindless || isIndexed)
+ {
+ copyCount++;
+ }
+
+ Operand[] lodSources = new Operand[copyCount + coordsCount];
+
+ for (int index = 0; index < lodSources.Length; index++)
+ {
+ lodSources[index] = texOp.GetSource(index);
+ }
+
+ copyCount += coordsCount;
+
+ if (isArray)
+ {
+ copyCount++;
+ }
+
+ if (isShadow)
+ {
+ copyCount++;
+ }
+
+ if (hasDerivatives)
+ {
+ copyCount += coordsCount * 2;
+ }
+
+ if (isMultisample)
+ {
+ copyCount++;
+ }
+ else if (hasLodLevel)
+ {
+ copyCount++;
+ }
+
+ int srcIndex = 0;
+ int dstIndex = 0;
+
+ for (int index = 0; index < copyCount; index++)
+ {
+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
+ }
+
+ bool areAllOffsetsConstant = true;
+
+ for (int index = 0; index < offsetsCount; index++)
+ {
+ Operand offset = texOp.GetSource(srcIndex++);
+
+ areAllOffsetsConstant &= offset.Type == OperandType.Constant;
+
+ offsets[index] = offset;
+ }
+
+ hasInvalidOffset &= !areAllOffsetsConstant;
+
+ if (!(hasInvalidOffset || isRect))
+ {
+ return node;
+ }
+
+ if (hasLodBias)
+ {
+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
+ }
+
+ if (isGather && !isShadow)
+ {
+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
+ }
+
+ int coordsIndex = isBindless || isIndexed ? 1 : 0;
+
+ int componentIndex = texOp.Index;
+
+ Operand Int(Operand value)
+ {
+ Operand res = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
+
+ return res;
+ }
+
+ Operand Float(Operand value)
+ {
+ Operand res = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
+
+ return res;
+ }
+
+ // Emulate texture rectangle by normalizing the coordinates on the shader.
+ // When sampler*Rect is used, the coords are expected to the in the [0, W or H] range,
+ // and otherwise, it is expected to be in the [0, 1] range.
+ // We normalize by dividing the coords by the texture size.
+ if (isRect && !intCoords)
+ {
+ for (int index = 0; index < coordsCount; index++)
+ {
+ Operand coordSize = Local();
+
+ Operand[] texSizeSources;
+
+ if (isBindless || isIndexed)
+ {
+ texSizeSources = new Operand[] { sources[0], Const(0) };
+ }
+ else
+ {
+ texSizeSources = new Operand[] { Const(0) };
+ }
+
+ node.List.AddBefore(node, new TextureOperation(
+ Instruction.TextureSize,
+ texOp.Type,
+ texOp.Flags,
+ texOp.Handle,
+ index,
+ coordSize,
+ texSizeSources));
+
+ Operand source = sources[coordsIndex + index];
+
+ Operand coordNormalized = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, Float(coordSize)));
+
+ sources[coordsIndex + index] = coordNormalized;
+ }
+ }
+
+ // Technically, non-constant texture offsets are not allowed (according to the spec),
+ // however some GPUs does support that.
+ // For GPUs where it is not supported, we can replace the instruction with the following:
+ // For texture*Offset, we replace it by texture*, and add the offset to the P coords.
+ // The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
+ // For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
+ // For textureGatherOffset, we take advantage of the fact that the operation is already broken down
+ // to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
+ // for each pixel.
+ if (hasInvalidOffset)
+ {
+ if (intCoords)
+ {
+ for (int index = 0; index < coordsCount; index++)
+ {
+ Operand source = sources[coordsIndex + index];
+
+ Operand coordPlusOffset = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
+
+ sources[coordsIndex + index] = coordPlusOffset;
+ }
+ }
+ else
+ {
+ Operand lod = Local();
+
+ node.List.AddBefore(node, new TextureOperation(
+ Instruction.Lod,
+ texOp.Type,
+ texOp.Flags,
+ texOp.Handle,
+ 1,
+ lod,
+ lodSources));
+
+ for (int index = 0; index < coordsCount; index++)
+ {
+ Operand coordSize = Local();
+
+ Operand[] texSizeSources;
+
+ if (isBindless || isIndexed)
+ {
+ texSizeSources = new Operand[] { sources[0], Int(lod) };
+ }
+ else
+ {
+ texSizeSources = new Operand[] { Int(lod) };
+ }
+
+ node.List.AddBefore(node, new TextureOperation(
+ Instruction.TextureSize,
+ texOp.Type,
+ texOp.Flags,
+ texOp.Handle,
+ index,
+ coordSize,
+ texSizeSources));
+
+ Operand offset = Local();
+
+ Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
+
+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
+
+ Operand source = sources[coordsIndex + index];
+
+ Operand coordPlusOffset = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
+
+ sources[coordsIndex + index] = coordPlusOffset;
+ }
+ }
+
+ if (isGather && !isShadow)
+ {
+ Operand gatherComponent = sources[dstIndex - 1];
+
+ Debug.Assert(gatherComponent.Type == OperandType.Constant);
+
+ componentIndex = gatherComponent.Value;
+ }
+ }
+
+ TextureOperation newTexOp = new TextureOperation(
+ Instruction.TextureSample,
+ texOp.Type,
+ texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
+ texOp.Handle,
+ componentIndex,
+ texOp.Dest,
+ sources);
+
+ for (int index = 0; index < texOp.SourcesCount; index++)
+ {
+ texOp.SetSource(index, null);
+ }
+
+ LinkedListNode<INode> oldNode = node;
+
+ node = node.List.AddBefore(node, newTexOp);
+
+ node.List.Remove(oldNode);
+
+ return node;
+ }
+
+ private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ShaderConfig config)
+ {
+ TextureOperation texOp = (TextureOperation)node.Value;
+
+ TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle);
+
+ int maxPositive = format switch
+ {
+ TextureFormat.R8Snorm => sbyte.MaxValue,
+ TextureFormat.R8G8Snorm => sbyte.MaxValue,
+ TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
+ TextureFormat.R16Snorm => short.MaxValue,
+ TextureFormat.R16G16Snorm => short.MaxValue,
+ TextureFormat.R16G16B16A16Snorm => short.MaxValue,
+ _ => 0
+ };
+
+ // The value being 0 means that the format is not a SNORM format, so there's nothing to do here.
+ if (maxPositive == 0)
+ {
+ return node;
+ }
+
+ // Do normalization. We assume SINT formats are being used as replacement for SNORM (that is not supported).
+ INode[] uses = texOp.Dest.UseOps.ToArray();
+
+ Operation convOp = new Operation(Instruction.ConvertS32ToFP, Local(), texOp.Dest);
+ Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
+
+ node = node.List.AddAfter(node, convOp);
+ node = node.List.AddAfter(node, normOp);
+
+ foreach (INode useOp in uses)
+ {
+ if (!(useOp is Operation op))
+ {
+ continue;
+ }
+
+ // Replace all uses of the texture pixel value with the normalized value.
+ for (int index = 0; index < op.SourcesCount; index++)
+ {
+ if (op.GetSource(index) == texOp.Dest)
+ {
+ op.SetSource(index, normOp.Dest);
+ }
+ }
+ }
+
+ return node;
+ }
+ }
+} \ No newline at end of file