aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs
diff options
context:
space:
mode:
Diffstat (limited to 'src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs')
-rw-r--r--src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs118
1 files changed, 0 insertions, 118 deletions
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);
- }
- }
-}