diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs')
| -rw-r--r-- | src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs | 118 |
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); - } - } -} |
