diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs')
| -rw-r--r-- | src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs | 85 |
1 files changed, 85 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs new file mode 100644 index 00000000..ca46a1f5 --- /dev/null +++ b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs @@ -0,0 +1,85 @@ +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 + { + public static void RunPass(BasicBlock block, ShaderConfig config) + { + // 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 TextureOperation texOp)) + { + continue; + } + + if ((texOp.Flags & TextureFlags.Bindless) == 0) + { + continue; + } + + if (!(texOp.GetSource(0).AsgOp is Operation handleAsgOp)) + { + continue; + } + + if (handleAsgOp.Inst != Instruction.LoadConstant) + { + continue; + } + + Operand ldcSrc0 = handleAsgOp.GetSource(0); + Operand ldcSrc1 = handleAsgOp.GetSource(1); + + if (ldcSrc0.Type != OperandType.Constant || ldcSrc0.Value != 2) + { + continue; + } + + if (!(ldcSrc1.AsgOp is Operation shrOp) || shrOp.Inst != Instruction.ShiftRightU32) + { + continue; + } + + if (!(shrOp.GetSource(0).AsgOp is Operation addOp) || addOp.Inst != Instruction.Add) + { + continue; + } + + Operand addSrc1 = addOp.GetSource(1); + + if (addSrc1.Type != OperandType.Constant) + { + continue; + } + + TurnIntoIndexed(config, texOp, addSrc1.Value / 4); + + Operand index = Local(); + + Operand source = addOp.GetSource(0); + + Operation shrBy3 = new Operation(Instruction.ShiftRightU32, index, source, Const(3)); + + block.Operations.AddBefore(node, shrBy3); + + texOp.SetSource(0, index); + } + } + + private static void TurnIntoIndexed(ShaderConfig config, TextureOperation texOp, int handle) + { + texOp.TurnIntoIndexed(handle); + config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, handle); + } + } +}
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