diff options
| author | gdkchan <gab.dark.100@gmail.com> | 2024-04-07 18:25:55 -0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-04-07 18:25:55 -0300 |
| commit | 3e6e0e4afaa3c3ffb118cb17b61feb16966a7eeb (patch) | |
| tree | a4652499c089b0853e39c382cad82a9db4d6ad08 /src/Ryujinx.Graphics.Shader/Translation/Optimizations | |
| parent | 808803d97a0c06809bf000687c252f960048fcf0 (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')
4 files changed, 412 insertions, 260 deletions
diff --git a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs index a8890327..ad955278 100644 --- a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs +++ b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs @@ -15,8 +15,12 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations // - The handle is a constant buffer value. // - The handle is the result of a bitwise OR logical operation. // - Both sources of the OR operation comes from a constant buffer. - for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next) + LinkedListNode<INode> nextNode; + + for (LinkedListNode<INode> node = block.Operations.First; node != null; node = nextNode) { + nextNode = node.Next; + if (node.Value is not TextureOperation texOp) { continue; @@ -27,185 +31,207 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations continue; } - if (texOp.Inst == Instruction.TextureSample || texOp.Inst.IsTextureQuery()) + if (!TryConvertBindless(block, resourceManager, gpuAccessor, texOp)) { - Operand bindlessHandle = texOp.GetSource(0); + // If we can't do bindless elimination, remove the texture operation. + // Set any destination variables to zero. - // In some cases the compiler uses a shuffle operation to get the handle, - // for some textureGrad implementations. In those cases, we can skip the shuffle. - if (bindlessHandle.AsgOp is Operation shuffleOp && shuffleOp.Inst == Instruction.Shuffle) + for (int destIndex = 0; destIndex < texOp.DestsCount; destIndex++) { - bindlessHandle = shuffleOp.GetSource(0); + block.Operations.AddBefore(node, new Operation(Instruction.Copy, texOp.GetDest(destIndex), OperandHelper.Const(0))); } - bindlessHandle = Utils.FindLastOperation(bindlessHandle, block); + Utils.DeleteNode(node, texOp); + } + } + } - // Some instructions do not encode an accurate sampler type: - // - Most instructions uses the same type for 1D and Buffer. - // - Query instructions may not have any type. - // For those cases, we need to try getting the type from current GPU state, - // as long bindless elimination is successful and we know where the texture descriptor is located. - bool rewriteSamplerType = - texOp.Type == SamplerType.TextureBuffer || - texOp.Inst == Instruction.TextureQuerySamples || - texOp.Inst == Instruction.TextureQuerySize; + private static bool TryConvertBindless(BasicBlock block, ResourceManager resourceManager, IGpuAccessor gpuAccessor, TextureOperation texOp) + { + if (texOp.Inst == Instruction.TextureSample || texOp.Inst.IsTextureQuery()) + { + Operand bindlessHandle = texOp.GetSource(0); - if (bindlessHandle.Type == OperandType.ConstantBuffer) - { - SetHandle( - resourceManager, - gpuAccessor, - texOp, - bindlessHandle.GetCbufOffset(), - bindlessHandle.GetCbufSlot(), - rewriteSamplerType, - isImage: false); - - continue; - } + // In some cases the compiler uses a shuffle operation to get the handle, + // for some textureGrad implementations. In those cases, we can skip the shuffle. + if (bindlessHandle.AsgOp is Operation shuffleOp && shuffleOp.Inst == Instruction.Shuffle) + { + bindlessHandle = shuffleOp.GetSource(0); + } - if (!TryGetOperation(bindlessHandle.AsgOp, out Operation handleCombineOp)) - { - continue; - } + bindlessHandle = Utils.FindLastOperation(bindlessHandle, block); - if (handleCombineOp.Inst != Instruction.BitwiseOr) - { - continue; - } + // Some instructions do not encode an accurate sampler type: + // - Most instructions uses the same type for 1D and Buffer. + // - Query instructions may not have any type. + // For those cases, we need to try getting the type from current GPU state, + // as long bindless elimination is successful and we know where the texture descriptor is located. + bool rewriteSamplerType = + texOp.Type == SamplerType.TextureBuffer || + texOp.Inst == Instruction.TextureQuerySamples || + texOp.Inst == Instruction.TextureQuerySize; - Operand src0 = Utils.FindLastOperation(handleCombineOp.GetSource(0), block); - Operand src1 = Utils.FindLastOperation(handleCombineOp.GetSource(1), block); + if (bindlessHandle.Type == OperandType.ConstantBuffer) + { + SetHandle( + resourceManager, + gpuAccessor, + texOp, + bindlessHandle.GetCbufOffset(), + bindlessHandle.GetCbufSlot(), + rewriteSamplerType, + isImage: false); + + return true; + } - // For cases where we have a constant, ensure that the constant is always - // the second operand. - // Since this is a commutative operation, both are fine, - // and having a "canonical" representation simplifies some checks below. - if (src0.Type == OperandType.Constant && src1.Type != OperandType.Constant) - { - (src0, src1) = (src1, src0); - } + if (!TryGetOperation(bindlessHandle.AsgOp, out Operation handleCombineOp)) + { + return false; + } - TextureHandleType handleType = TextureHandleType.SeparateSamplerHandle; - - // Try to match the following patterns: - // Masked pattern: - // - samplerHandle = samplerHandle & 0xFFF00000; - // - textureHandle = textureHandle & 0xFFFFF; - // - combinedHandle = samplerHandle | textureHandle; - // Where samplerHandle and textureHandle comes from a constant buffer. - // Shifted pattern: - // - samplerHandle = samplerId << 20; - // - combinedHandle = samplerHandle | textureHandle; - // Where samplerId and textureHandle comes from a constant buffer. - // Constant pattern: - // - combinedHandle = samplerHandleConstant | textureHandle; - // Where samplerHandleConstant is a constant value, and textureHandle comes from a constant buffer. - if (src0.AsgOp is Operation src0AsgOp) + if (handleCombineOp.Inst != Instruction.BitwiseOr) + { + return false; + } + + Operand src0 = Utils.FindLastOperation(handleCombineOp.GetSource(0), block); + Operand src1 = Utils.FindLastOperation(handleCombineOp.GetSource(1), block); + + // For cases where we have a constant, ensure that the constant is always + // the second operand. + // Since this is a commutative operation, both are fine, + // and having a "canonical" representation simplifies some checks below. + if (src0.Type == OperandType.Constant && src1.Type != OperandType.Constant) + { + (src0, src1) = (src1, src0); + } + + TextureHandleType handleType = TextureHandleType.SeparateSamplerHandle; + + // Try to match the following patterns: + // Masked pattern: + // - samplerHandle = samplerHandle & 0xFFF00000; + // - textureHandle = textureHandle & 0xFFFFF; + // - combinedHandle = samplerHandle | textureHandle; + // Where samplerHandle and textureHandle comes from a constant buffer. + // Shifted pattern: + // - samplerHandle = samplerId << 20; + // - combinedHandle = samplerHandle | textureHandle; + // Where samplerId and textureHandle comes from a constant buffer. + // Constant pattern: + // - combinedHandle = samplerHandleConstant | textureHandle; + // Where samplerHandleConstant is a constant value, and textureHandle comes from a constant buffer. + if (src0.AsgOp is Operation src0AsgOp) + { + if (src1.AsgOp is Operation src1AsgOp && + src0AsgOp.Inst == Instruction.BitwiseAnd && + src1AsgOp.Inst == Instruction.BitwiseAnd) { - if (src1.AsgOp is Operation src1AsgOp && - src0AsgOp.Inst == Instruction.BitwiseAnd && - src1AsgOp.Inst == Instruction.BitwiseAnd) + src0 = GetSourceForMaskedHandle(src0AsgOp, 0xFFFFF); + src1 = GetSourceForMaskedHandle(src1AsgOp, 0xFFF00000); + + // The OR operation is commutative, so we can also try to swap the operands to get a match. + if (src0 == null || src1 == null) { - src0 = GetSourceForMaskedHandle(src0AsgOp, 0xFFFFF); - src1 = GetSourceForMaskedHandle(src1AsgOp, 0xFFF00000); - - // The OR operation is commutative, so we can also try to swap the operands to get a match. - if (src0 == null || src1 == null) - { - src0 = GetSourceForMaskedHandle(src1AsgOp, 0xFFFFF); - src1 = GetSourceForMaskedHandle(src0AsgOp, 0xFFF00000); - } - - if (src0 == null || src1 == null) - { - continue; - } + src0 = GetSourceForMaskedHandle(src1AsgOp, 0xFFFFF); + src1 = GetSourceForMaskedHandle(src0AsgOp, 0xFFF00000); } - else if (src0AsgOp.Inst == Instruction.ShiftLeft) + + if (src0 == null || src1 == null) { - Operand shift = src0AsgOp.GetSource(1); - - if (shift.Type == OperandType.Constant && shift.Value == 20) - { - src0 = src1; - src1 = src0AsgOp.GetSource(0); - handleType = TextureHandleType.SeparateSamplerId; - } + return false; } } - else if (src1.AsgOp is Operation src1AsgOp && src1AsgOp.Inst == Instruction.ShiftLeft) + else if (src0AsgOp.Inst == Instruction.ShiftLeft) { - Operand shift = src1AsgOp.GetSource(1); + Operand shift = src0AsgOp.GetSource(1); if (shift.Type == OperandType.Constant && shift.Value == 20) { - src1 = src1AsgOp.GetSource(0); + src0 = src1; + src1 = src0AsgOp.GetSource(0); handleType = TextureHandleType.SeparateSamplerId; } } - else if (src1.Type == OperandType.Constant && (src1.Value & 0xfffff) == 0) - { - handleType = TextureHandleType.SeparateConstantSamplerHandle; - } + } + else if (src1.AsgOp is Operation src1AsgOp && src1AsgOp.Inst == Instruction.ShiftLeft) + { + Operand shift = src1AsgOp.GetSource(1); - if (src0.Type != OperandType.ConstantBuffer) + if (shift.Type == OperandType.Constant && shift.Value == 20) { - continue; + src1 = src1AsgOp.GetSource(0); + handleType = TextureHandleType.SeparateSamplerId; } + } + else if (src1.Type == OperandType.Constant && (src1.Value & 0xfffff) == 0) + { + handleType = TextureHandleType.SeparateConstantSamplerHandle; + } - if (handleType == TextureHandleType.SeparateConstantSamplerHandle) - { - SetHandle( - resourceManager, - gpuAccessor, - texOp, - TextureHandle.PackOffsets(src0.GetCbufOffset(), ((src1.Value >> 20) & 0xfff), handleType), - TextureHandle.PackSlots(src0.GetCbufSlot(), 0), - rewriteSamplerType, - isImage: false); - } - else if (src1.Type == OperandType.ConstantBuffer) - { - SetHandle( - resourceManager, - gpuAccessor, - texOp, - TextureHandle.PackOffsets(src0.GetCbufOffset(), src1.GetCbufOffset(), handleType), - TextureHandle.PackSlots(src0.GetCbufSlot(), src1.GetCbufSlot()), - rewriteSamplerType, - isImage: false); - } + if (src0.Type != OperandType.ConstantBuffer) + { + return false; } - else if (texOp.Inst == Instruction.ImageLoad || - texOp.Inst == Instruction.ImageStore || - texOp.Inst == Instruction.ImageAtomic) + + if (handleType == TextureHandleType.SeparateConstantSamplerHandle) { - Operand src0 = Utils.FindLastOperation(texOp.GetSource(0), block); + SetHandle( + resourceManager, + gpuAccessor, + texOp, + TextureHandle.PackOffsets(src0.GetCbufOffset(), ((src1.Value >> 20) & 0xfff), handleType), + TextureHandle.PackSlots(src0.GetCbufSlot(), 0), + rewriteSamplerType, + isImage: false); + + return true; + } + else if (src1.Type == OperandType.ConstantBuffer) + { + SetHandle( + resourceManager, + gpuAccessor, + texOp, + TextureHandle.PackOffsets(src0.GetCbufOffset(), src1.GetCbufOffset(), handleType), + TextureHandle.PackSlots(src0.GetCbufSlot(), src1.GetCbufSlot()), + rewriteSamplerType, + isImage: false); + + return true; + } + } + else if (texOp.Inst.IsImage()) + { + Operand src0 = Utils.FindLastOperation(texOp.GetSource(0), block); - if (src0.Type == OperandType.ConstantBuffer) - { - int cbufOffset = src0.GetCbufOffset(); - int cbufSlot = src0.GetCbufSlot(); + if (src0.Type == OperandType.ConstantBuffer) + { + int cbufOffset = src0.GetCbufOffset(); + int cbufSlot = src0.GetCbufSlot(); - if (texOp.Format == TextureFormat.Unknown) + if (texOp.Format == TextureFormat.Unknown) + { + if (texOp.Inst == Instruction.ImageAtomic) { - if (texOp.Inst == Instruction.ImageAtomic) - { - texOp.Format = ShaderProperties.GetTextureFormatAtomic(gpuAccessor, cbufOffset, cbufSlot); - } - else - { - texOp.Format = ShaderProperties.GetTextureFormat(gpuAccessor, cbufOffset, cbufSlot); - } + texOp.Format = ShaderProperties.GetTextureFormatAtomic(gpuAccessor, cbufOffset, cbufSlot); } + else + { + texOp.Format = ShaderProperties.GetTextureFormat(gpuAccessor, cbufOffset, cbufSlot); + } + } - bool rewriteSamplerType = texOp.Type == SamplerType.TextureBuffer; + bool rewriteSamplerType = texOp.Type == SamplerType.TextureBuffer; - SetHandle(resourceManager, gpuAccessor, texOp, cbufOffset, cbufSlot, rewriteSamplerType, isImage: true); - } + SetHandle(resourceManager, gpuAccessor, texOp, cbufOffset, cbufSlot, rewriteSamplerType, isImage: true); + + return true; } } + + return false; } private static bool TryGetOperation(INode asgOp, out Operation outOperation) 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); + } + } +} diff --git a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs deleted file mode 100644 index 2bd31fe1..00000000 --- a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs +++ /dev/null @@ -1,118 +0,0 @@ -using Ryujinx.Graphics.Shader.IntermediateRepresentation; -using System.Collections.Generic; - -using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper; - -namespace Ryujinx.Graphics.Shader.Translation.Optimizations -{ - static class BindlessToIndexed - { - private const int NvnTextureBufferIndex = 2; - - public static void RunPass(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; - } - - TurnIntoIndexed(resourceManager, texOp, addSrc1.Value / 4); - - 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); - } - } - - private static void TurnIntoIndexed(ResourceManager resourceManager, TextureOperation texOp, int handle) - { - int binding = resourceManager.GetTextureOrImageBinding( - texOp.Inst, - texOp.Type | SamplerType.Indexed, - texOp.Format, - texOp.Flags & ~TextureFlags.Bindless, - NvnTextureBufferIndex, - handle); - - texOp.TurnIntoIndexed(binding); - } - } -} diff --git a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs index ea06691b..49eb3a89 100644 --- a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs +++ b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs @@ -20,7 +20,15 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations // Those passes are looking for specific patterns and only needs to run once. for (int blkIndex = 0; blkIndex < context.Blocks.Length; blkIndex++) { - BindlessToIndexed.RunPass(context.Blocks[blkIndex], context.ResourceManager); + if (context.TargetApi == TargetApi.OpenGL) + { + BindlessToArray.RunPassOgl(context.Blocks[blkIndex], context.ResourceManager); + } + else + { + BindlessToArray.RunPass(context.Blocks[blkIndex], context.ResourceManager, context.GpuAccessor); + } + BindlessElimination.RunPass(context.Blocks[blkIndex], context.ResourceManager, context.GpuAccessor); // FragmentCoord only exists on fragment shaders, so we don't need to check other stages. |
