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authorgdkchan <gab.dark.100@gmail.com>2024-04-07 18:25:55 -0300
committerGitHub <noreply@github.com>2024-04-07 18:25:55 -0300
commit3e6e0e4afaa3c3ffb118cb17b61feb16966a7eeb (patch)
treea4652499c089b0853e39c382cad82a9db4d6ad08 /src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToArray.cs
parent808803d97a0c06809bf000687c252f960048fcf0 (diff)
Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
Diffstat (limited to 'src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToArray.cs')
-rw-r--r--src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToArray.cs236
1 files changed, 236 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToArray.cs b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToArray.cs
new file mode 100644
index 00000000..7543d1c2
--- /dev/null
+++ b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToArray.cs
@@ -0,0 +1,236 @@
+using Ryujinx.Graphics.Shader.IntermediateRepresentation;
+using System;
+using System.Collections.Generic;
+using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
+
+namespace Ryujinx.Graphics.Shader.Translation.Optimizations
+{
+ static class BindlessToArray
+ {
+ private const int NvnTextureBufferIndex = 2;
+ private const int HardcodedArrayLengthOgl = 4;
+
+ // 1 and 0 elements are not considered arrays anymore.
+ private const int MinimumArrayLength = 2;
+
+ public static void RunPassOgl(BasicBlock block, ResourceManager resourceManager)
+ {
+ // We can turn a bindless texture access into a indexed access,
+ // as long the following conditions are true:
+ // - The handle is loaded using a LDC instruction.
+ // - The handle is loaded from the constant buffer with the handles (CB2 for NVN).
+ // - The load has a constant offset.
+ // The base offset of the array of handles on the constant buffer is the constant offset.
+ for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
+ {
+ if (node.Value is not TextureOperation texOp)
+ {
+ continue;
+ }
+
+ if ((texOp.Flags & TextureFlags.Bindless) == 0)
+ {
+ continue;
+ }
+
+ if (texOp.GetSource(0).AsgOp is not Operation handleAsgOp)
+ {
+ continue;
+ }
+
+ if (handleAsgOp.Inst != Instruction.Load ||
+ handleAsgOp.StorageKind != StorageKind.ConstantBuffer ||
+ handleAsgOp.SourcesCount != 4)
+ {
+ continue;
+ }
+
+ Operand ldcSrc0 = handleAsgOp.GetSource(0);
+
+ if (ldcSrc0.Type != OperandType.Constant ||
+ !resourceManager.TryGetConstantBufferSlot(ldcSrc0.Value, out int src0CbufSlot) ||
+ src0CbufSlot != NvnTextureBufferIndex)
+ {
+ continue;
+ }
+
+ Operand ldcSrc1 = handleAsgOp.GetSource(1);
+
+ // We expect field index 0 to be accessed.
+ if (ldcSrc1.Type != OperandType.Constant || ldcSrc1.Value != 0)
+ {
+ continue;
+ }
+
+ Operand ldcSrc2 = handleAsgOp.GetSource(2);
+
+ // FIXME: This is missing some checks, for example, a check to ensure that the shift value is 2.
+ // Might be not worth fixing since if that doesn't kick in, the result will be no texture
+ // to access anyway which is also wrong.
+ // Plus this whole transform is fundamentally flawed as-is since we have no way to know the array size.
+ // Eventually, this should be entirely removed in favor of a implementation that supports true bindless
+ // texture access.
+ if (ldcSrc2.AsgOp is not Operation shrOp || shrOp.Inst != Instruction.ShiftRightU32)
+ {
+ continue;
+ }
+
+ if (shrOp.GetSource(0).AsgOp is not Operation shrOp2 || shrOp2.Inst != Instruction.ShiftRightU32)
+ {
+ continue;
+ }
+
+ if (shrOp2.GetSource(0).AsgOp is not Operation addOp || addOp.Inst != Instruction.Add)
+ {
+ continue;
+ }
+
+ Operand addSrc1 = addOp.GetSource(1);
+
+ if (addSrc1.Type != OperandType.Constant)
+ {
+ continue;
+ }
+
+ TurnIntoArray(resourceManager, texOp, NvnTextureBufferIndex, addSrc1.Value / 4, HardcodedArrayLengthOgl);
+
+ Operand index = Local();
+
+ Operand source = addOp.GetSource(0);
+
+ Operation shrBy3 = new(Instruction.ShiftRightU32, index, source, Const(3));
+
+ block.Operations.AddBefore(node, shrBy3);
+
+ texOp.SetSource(0, index);
+ }
+ }
+
+ public static void RunPass(BasicBlock block, ResourceManager resourceManager, IGpuAccessor gpuAccessor)
+ {
+ // We can turn a bindless texture access into a indexed access,
+ // as long the following conditions are true:
+ // - The handle is loaded using a LDC instruction.
+ // - The handle is loaded from the constant buffer with the handles (CB2 for NVN).
+ // - The load has a constant offset.
+ // The base offset of the array of handles on the constant buffer is the constant offset.
+ for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
+ {
+ if (node.Value is not TextureOperation texOp)
+ {
+ continue;
+ }
+
+ if ((texOp.Flags & TextureFlags.Bindless) == 0)
+ {
+ continue;
+ }
+
+ if (texOp.GetSource(0).AsgOp is not Operation handleAsgOp)
+ {
+ continue;
+ }
+
+ int secondaryCbufSlot = 0;
+ int secondaryCbufOffset = 0;
+ bool hasSecondaryHandle = false;
+
+ if (handleAsgOp.Inst == Instruction.BitwiseOr)
+ {
+ Operand src0 = handleAsgOp.GetSource(0);
+ Operand src1 = handleAsgOp.GetSource(1);
+
+ if (src0.Type == OperandType.ConstantBuffer && src1.AsgOp is Operation)
+ {
+ handleAsgOp = src1.AsgOp as Operation;
+ secondaryCbufSlot = src0.GetCbufSlot();
+ secondaryCbufOffset = src0.GetCbufOffset();
+ hasSecondaryHandle = true;
+ }
+ else if (src0.AsgOp is Operation && src1.Type == OperandType.ConstantBuffer)
+ {
+ handleAsgOp = src0.AsgOp as Operation;
+ secondaryCbufSlot = src1.GetCbufSlot();
+ secondaryCbufOffset = src1.GetCbufOffset();
+ hasSecondaryHandle = true;
+ }
+ }
+
+ if (handleAsgOp.Inst != Instruction.Load ||
+ handleAsgOp.StorageKind != StorageKind.ConstantBuffer ||
+ handleAsgOp.SourcesCount != 4)
+ {
+ continue;
+ }
+
+ Operand ldcSrc0 = handleAsgOp.GetSource(0);
+
+ if (ldcSrc0.Type != OperandType.Constant ||
+ !resourceManager.TryGetConstantBufferSlot(ldcSrc0.Value, out int src0CbufSlot))
+ {
+ continue;
+ }
+
+ Operand ldcSrc1 = handleAsgOp.GetSource(1);
+
+ // We expect field index 0 to be accessed.
+ if (ldcSrc1.Type != OperandType.Constant || ldcSrc1.Value != 0)
+ {
+ continue;
+ }
+
+ Operand ldcVecIndex = handleAsgOp.GetSource(2);
+ Operand ldcElemIndex = handleAsgOp.GetSource(3);
+
+ if (ldcVecIndex.Type != OperandType.LocalVariable || ldcElemIndex.Type != OperandType.LocalVariable)
+ {
+ continue;
+ }
+
+ int cbufSlot;
+ int handleIndex;
+
+ if (hasSecondaryHandle)
+ {
+ cbufSlot = TextureHandle.PackSlots(src0CbufSlot, secondaryCbufSlot);
+ handleIndex = TextureHandle.PackOffsets(0, secondaryCbufOffset, TextureHandleType.SeparateSamplerHandle);
+ }
+ else
+ {
+ cbufSlot = src0CbufSlot;
+ handleIndex = 0;
+ }
+
+ int length = Math.Max(MinimumArrayLength, gpuAccessor.QueryTextureArrayLengthFromBuffer(src0CbufSlot));
+
+ TurnIntoArray(resourceManager, texOp, cbufSlot, handleIndex, length);
+
+ Operand vecIndex = Local();
+ Operand elemIndex = Local();
+ Operand index = Local();
+ Operand indexMin = Local();
+
+ block.Operations.AddBefore(node, new Operation(Instruction.ShiftLeft, vecIndex, ldcVecIndex, Const(1)));
+ block.Operations.AddBefore(node, new Operation(Instruction.ShiftRightU32, elemIndex, ldcElemIndex, Const(1)));
+ block.Operations.AddBefore(node, new Operation(Instruction.Add, index, vecIndex, elemIndex));
+ block.Operations.AddBefore(node, new Operation(Instruction.MinimumU32, indexMin, index, Const(length - 1)));
+
+ texOp.SetSource(0, indexMin);
+ }
+ }
+
+ private static void TurnIntoArray(ResourceManager resourceManager, TextureOperation texOp, int cbufSlot, int handleIndex, int length)
+ {
+ int binding = resourceManager.GetTextureOrImageBinding(
+ texOp.Inst,
+ texOp.Type,
+ texOp.Format,
+ texOp.Flags & ~TextureFlags.Bindless,
+ cbufSlot,
+ handleIndex,
+ length);
+
+ texOp.TurnIntoArray(binding);
+ }
+ }
+}