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path: root/src/Ryujinx.Graphics.Shader/Translation/Rewriter.cs
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-rw-r--r--src/Ryujinx.Graphics.Shader/Translation/Rewriter.cs768
1 files changed, 768 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Shader/Translation/Rewriter.cs b/src/Ryujinx.Graphics.Shader/Translation/Rewriter.cs
new file mode 100644
index 00000000..91e7ace1
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+++ b/src/Ryujinx.Graphics.Shader/Translation/Rewriter.cs
@@ -0,0 +1,768 @@
+using Ryujinx.Graphics.Shader.Decoders;
+using Ryujinx.Graphics.Shader.IntermediateRepresentation;
+using System.Collections.Generic;
+using System.Diagnostics;
+using System.Linq;
+using System.Numerics;
+
+using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
+using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
+
+namespace Ryujinx.Graphics.Shader.Translation
+{
+ static class Rewriter
+ {
+ public static void RunPass(BasicBlock[] blocks, ShaderConfig config)
+ {
+ bool isVertexShader = config.Stage == ShaderStage.Vertex;
+ bool hasConstantBufferDrawParameters = config.GpuAccessor.QueryHasConstantBufferDrawParameters();
+ bool supportsSnormBufferTextureFormat = config.GpuAccessor.QueryHostSupportsSnormBufferTextureFormat();
+
+ for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
+ {
+ BasicBlock block = blocks[blkIndex];
+
+ for (LinkedListNode<INode> node = block.Operations.First; node != null;)
+ {
+ if (node.Value is not Operation operation)
+ {
+ node = node.Next;
+ continue;
+ }
+
+ if (isVertexShader)
+ {
+ if (hasConstantBufferDrawParameters)
+ {
+ if (ReplaceConstantBufferWithDrawParameters(node, operation))
+ {
+ config.SetUsedFeature(FeatureFlags.DrawParameters);
+ }
+ }
+ else if (HasConstantBufferDrawParameters(operation))
+ {
+ config.SetUsedFeature(FeatureFlags.DrawParameters);
+ }
+ }
+
+ LinkedListNode<INode> nextNode = node.Next;
+
+ if (operation is TextureOperation texOp)
+ {
+ if (texOp.Inst == Instruction.TextureSample)
+ {
+ node = RewriteTextureSample(node, config);
+
+ if (texOp.Type == SamplerType.TextureBuffer && !supportsSnormBufferTextureFormat)
+ {
+ node = InsertSnormNormalization(node, config);
+ }
+ }
+
+ nextNode = node.Next;
+ }
+ else if (UsesGlobalMemory(operation.Inst, operation.StorageKind))
+ {
+ nextNode = RewriteGlobalAccess(node, config)?.Next ?? nextNode;
+ }
+
+ node = nextNode;
+ }
+ }
+ }
+
+ private static LinkedListNode<INode> RewriteGlobalAccess(LinkedListNode<INode> node, ShaderConfig config)
+ {
+ Operation operation = (Operation)node.Value;
+
+ bool isAtomic = operation.Inst.IsAtomic();
+ bool isStg16Or8 = operation.Inst == Instruction.StoreGlobal16 || operation.Inst == Instruction.StoreGlobal8;
+ bool isWrite = isAtomic || operation.Inst == Instruction.StoreGlobal || isStg16Or8;
+
+ Operation storageOp = null;
+
+ Operand PrependOperation(Instruction inst, params Operand[] sources)
+ {
+ Operand local = Local();
+
+ node.List.AddBefore(node, new Operation(inst, local, sources));
+
+ return local;
+ }
+
+ Operand PrependExistingOperation(Operation operation)
+ {
+ Operand local = Local();
+
+ operation.Dest = local;
+ node.List.AddBefore(node, operation);
+
+ return local;
+ }
+
+ Operand addrLow = operation.GetSource(0);
+ Operand addrHigh = operation.GetSource(1);
+
+ Operand sbBaseAddrLow = Const(0);
+ Operand sbSlot = Const(0);
+
+ Operand alignMask = Const(-config.GpuAccessor.QueryHostStorageBufferOffsetAlignment());
+
+ Operand BindingRangeCheck(int cbOffset, out Operand baseAddrLow)
+ {
+ baseAddrLow = Cbuf(0, cbOffset);
+ Operand baseAddrHigh = Cbuf(0, cbOffset + 1);
+ Operand size = Cbuf(0, cbOffset + 2);
+
+ Operand offset = PrependOperation(Instruction.Subtract, addrLow, baseAddrLow);
+ Operand borrow = PrependOperation(Instruction.CompareLessU32, addrLow, baseAddrLow);
+
+ Operand inRangeLow = PrependOperation(Instruction.CompareLessU32, offset, size);
+
+ Operand addrHighBorrowed = PrependOperation(Instruction.Add, addrHigh, borrow);
+
+ Operand inRangeHigh = PrependOperation(Instruction.CompareEqual, addrHighBorrowed, baseAddrHigh);
+
+ return PrependOperation(Instruction.BitwiseAnd, inRangeLow, inRangeHigh);
+ }
+
+ int sbUseMask = config.AccessibleStorageBuffersMask;
+
+ while (sbUseMask != 0)
+ {
+ int slot = BitOperations.TrailingZeroCount(sbUseMask);
+
+ sbUseMask &= ~(1 << slot);
+
+ config.SetUsedStorageBuffer(slot, isWrite);
+
+ int cbOffset = GetStorageCbOffset(config.Stage, slot);
+
+ Operand inRange = BindingRangeCheck(cbOffset, out Operand baseAddrLow);
+
+ sbBaseAddrLow = PrependOperation(Instruction.ConditionalSelect, inRange, baseAddrLow, sbBaseAddrLow);
+ sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
+ }
+
+ if (config.AccessibleStorageBuffersMask != 0)
+ {
+ Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
+ Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
+
+ Operand[] sources = new Operand[operation.SourcesCount];
+
+ sources[0] = sbSlot;
+
+ if (isStg16Or8)
+ {
+ sources[1] = byteOffset;
+ }
+ else
+ {
+ sources[1] = PrependOperation(Instruction.ShiftRightU32, byteOffset, Const(2));
+ }
+
+ for (int index = 2; index < operation.SourcesCount; index++)
+ {
+ sources[index] = operation.GetSource(index);
+ }
+
+ if (isAtomic)
+ {
+ storageOp = new Operation(operation.Inst, StorageKind.StorageBuffer, operation.Dest, sources);
+ }
+ else if (operation.Inst == Instruction.LoadGlobal)
+ {
+ storageOp = new Operation(Instruction.LoadStorage, operation.Dest, sources);
+ }
+ else
+ {
+ Instruction storeInst = operation.Inst switch
+ {
+ Instruction.StoreGlobal16 => Instruction.StoreStorage16,
+ Instruction.StoreGlobal8 => Instruction.StoreStorage8,
+ _ => Instruction.StoreStorage
+ };
+
+ storageOp = new Operation(storeInst, null, sources);
+ }
+ }
+ else if (operation.Dest != null)
+ {
+ storageOp = new Operation(Instruction.Copy, operation.Dest, Const(0));
+ }
+
+ if (operation.Inst == Instruction.LoadGlobal)
+ {
+ int cbeUseMask = config.AccessibleConstantBuffersMask;
+
+ while (cbeUseMask != 0)
+ {
+ int slot = BitOperations.TrailingZeroCount(cbeUseMask);
+ int cbSlot = UbeFirstCbuf + slot;
+
+ cbeUseMask &= ~(1 << slot);
+
+ config.SetUsedConstantBuffer(cbSlot);
+
+ Operand previousResult = PrependExistingOperation(storageOp);
+
+ int cbOffset = GetConstantUbeOffset(slot);
+
+ Operand inRange = BindingRangeCheck(cbOffset, out Operand baseAddrLow);
+
+ Operand baseAddrTruncConst = PrependOperation(Instruction.BitwiseAnd, baseAddrLow, alignMask);
+ Operand byteOffsetConst = PrependOperation(Instruction.Subtract, addrLow, baseAddrTruncConst);
+
+ Operand cbIndex = PrependOperation(Instruction.ShiftRightU32, byteOffsetConst, Const(2));
+
+ Operand[] sourcesCb = new Operand[operation.SourcesCount];
+
+ sourcesCb[0] = Const(cbSlot);
+ sourcesCb[1] = cbIndex;
+
+ for (int index = 2; index < operation.SourcesCount; index++)
+ {
+ sourcesCb[index] = operation.GetSource(index);
+ }
+
+ Operand ldcResult = PrependOperation(Instruction.LoadConstant, sourcesCb);
+
+ storageOp = new Operation(Instruction.ConditionalSelect, operation.Dest, inRange, ldcResult, previousResult);
+ }
+ }
+
+ for (int index = 0; index < operation.SourcesCount; index++)
+ {
+ operation.SetSource(index, null);
+ }
+
+ LinkedListNode<INode> oldNode = node;
+ LinkedList<INode> oldNodeList = oldNode.List;
+
+ if (storageOp != null)
+ {
+ node = node.List.AddBefore(node, storageOp);
+ }
+ else
+ {
+ node = null;
+ }
+
+ oldNodeList.Remove(oldNode);
+
+ return node;
+ }
+
+ private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
+ {
+ TextureOperation texOp = (TextureOperation)node.Value;
+
+ bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
+ bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
+
+ bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QueryHostSupportsNonConstantTextureOffset();
+
+ bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
+
+ bool isCoordNormalized = isBindless || config.GpuAccessor.QueryTextureCoordNormalized(texOp.Handle, texOp.CbufSlot);
+
+ if (!hasInvalidOffset && isCoordNormalized)
+ {
+ return node;
+ }
+
+ bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
+ bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
+ bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
+ bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
+ bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
+
+ bool isArray = (texOp.Type & SamplerType.Array) != 0;
+ bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
+ bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
+ bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
+
+ int coordsCount = texOp.Type.GetDimensions();
+
+ int offsetsCount;
+
+ if (hasOffsets)
+ {
+ offsetsCount = coordsCount * 4;
+ }
+ else if (hasOffset)
+ {
+ offsetsCount = coordsCount;
+ }
+ else
+ {
+ offsetsCount = 0;
+ }
+
+ Operand[] offsets = new Operand[offsetsCount];
+ Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
+
+ int copyCount = 0;
+
+ if (isBindless || isIndexed)
+ {
+ copyCount++;
+ }
+
+ Operand[] lodSources = new Operand[copyCount + coordsCount];
+
+ for (int index = 0; index < lodSources.Length; index++)
+ {
+ lodSources[index] = texOp.GetSource(index);
+ }
+
+ copyCount += coordsCount;
+
+ if (isArray)
+ {
+ copyCount++;
+ }
+
+ if (isShadow)
+ {
+ copyCount++;
+ }
+
+ if (hasDerivatives)
+ {
+ copyCount += coordsCount * 2;
+ }
+
+ if (isMultisample)
+ {
+ copyCount++;
+ }
+ else if (hasLodLevel)
+ {
+ copyCount++;
+ }
+
+ int srcIndex = 0;
+ int dstIndex = 0;
+
+ for (int index = 0; index < copyCount; index++)
+ {
+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
+ }
+
+ bool areAllOffsetsConstant = true;
+
+ for (int index = 0; index < offsetsCount; index++)
+ {
+ Operand offset = texOp.GetSource(srcIndex++);
+
+ areAllOffsetsConstant &= offset.Type == OperandType.Constant;
+
+ offsets[index] = offset;
+ }
+
+ hasInvalidOffset &= !areAllOffsetsConstant;
+
+ if (!hasInvalidOffset && isCoordNormalized)
+ {
+ return node;
+ }
+
+ if (hasLodBias)
+ {
+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
+ }
+
+ if (isGather && !isShadow)
+ {
+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
+ }
+
+ int coordsIndex = isBindless || isIndexed ? 1 : 0;
+
+ int componentIndex = texOp.Index;
+
+ Operand Float(Operand value)
+ {
+ Operand res = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP32, res, value));
+
+ return res;
+ }
+
+ // Emulate non-normalized coordinates by normalizing the coordinates on the shader.
+ // Without normalization, the coordinates are expected to the in the [0, W or H] range,
+ // and otherwise, it is expected to be in the [0, 1] range.
+ // We normalize by dividing the coords by the texture size.
+ if (!isCoordNormalized && !intCoords)
+ {
+ config.SetUsedFeature(FeatureFlags.IntegerSampling);
+
+ int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
+
+ for (int index = 0; index < normCoordsCount; index++)
+ {
+ Operand coordSize = Local();
+
+ Operand[] texSizeSources;
+
+ if (isBindless || isIndexed)
+ {
+ texSizeSources = new Operand[] { sources[0], Const(0) };
+ }
+ else
+ {
+ texSizeSources = new Operand[] { Const(0) };
+ }
+
+ node.List.AddBefore(node, new TextureOperation(
+ Instruction.TextureSize,
+ texOp.Type,
+ texOp.Format,
+ texOp.Flags,
+ texOp.CbufSlot,
+ texOp.Handle,
+ index,
+ new[] { coordSize },
+ texSizeSources));
+
+ config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
+
+ Operand source = sources[coordsIndex + index];
+
+ Operand coordNormalized = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, Float(coordSize)));
+
+ sources[coordsIndex + index] = coordNormalized;
+ }
+ }
+
+ Operand[] dests = new Operand[texOp.DestsCount];
+
+ for (int i = 0; i < texOp.DestsCount; i++)
+ {
+ dests[i] = texOp.GetDest(i);
+ }
+
+ Operand bindlessHandle = isBindless || isIndexed ? sources[0] : null;
+
+ LinkedListNode<INode> oldNode = node;
+
+ // Technically, non-constant texture offsets are not allowed (according to the spec),
+ // however some GPUs does support that.
+ // For GPUs where it is not supported, we can replace the instruction with the following:
+ // For texture*Offset, we replace it by texture*, and add the offset to the P coords.
+ // The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
+ // For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
+ // For textureGatherOffset, we split the operation into up to 4 operations, one for each component
+ // that is accessed, where each textureGather operation has a different offset for each pixel.
+ if (hasInvalidOffset && isGather && !isShadow)
+ {
+ config.SetUsedFeature(FeatureFlags.IntegerSampling);
+
+ Operand[] newSources = new Operand[sources.Length];
+
+ sources.CopyTo(newSources, 0);
+
+ Operand[] texSizes = InsertTextureSize(node, texOp, lodSources, bindlessHandle, coordsCount);
+
+ int destIndex = 0;
+
+ for (int compIndex = 0; compIndex < 4; compIndex++)
+ {
+ if (((texOp.Index >> compIndex) & 1) == 0)
+ {
+ continue;
+ }
+
+ for (int index = 0; index < coordsCount; index++)
+ {
+ config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
+
+ Operand offset = Local();
+
+ Operand intOffset = offsets[index + (hasOffsets ? compIndex * coordsCount : 0)];
+
+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(texSizes[index])));
+
+ Operand source = sources[coordsIndex + index];
+
+ Operand coordPlusOffset = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
+
+ newSources[coordsIndex + index] = coordPlusOffset;
+ }
+
+ TextureOperation newTexOp = new TextureOperation(
+ Instruction.TextureSample,
+ texOp.Type,
+ texOp.Format,
+ texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
+ texOp.CbufSlot,
+ texOp.Handle,
+ 1,
+ new[] { dests[destIndex++] },
+ newSources);
+
+ node = node.List.AddBefore(node, newTexOp);
+ }
+ }
+ else
+ {
+ if (hasInvalidOffset)
+ {
+ if (intCoords)
+ {
+ for (int index = 0; index < coordsCount; index++)
+ {
+ Operand source = sources[coordsIndex + index];
+
+ Operand coordPlusOffset = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
+
+ sources[coordsIndex + index] = coordPlusOffset;
+ }
+ }
+ else
+ {
+ config.SetUsedFeature(FeatureFlags.IntegerSampling);
+
+ Operand[] texSizes = InsertTextureSize(node, texOp, lodSources, bindlessHandle, coordsCount);
+
+ for (int index = 0; index < coordsCount; index++)
+ {
+ config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
+
+ Operand offset = Local();
+
+ Operand intOffset = offsets[index];
+
+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(texSizes[index])));
+
+ Operand source = sources[coordsIndex + index];
+
+ Operand coordPlusOffset = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
+
+ sources[coordsIndex + index] = coordPlusOffset;
+ }
+ }
+ }
+
+ TextureOperation newTexOp = new TextureOperation(
+ Instruction.TextureSample,
+ texOp.Type,
+ texOp.Format,
+ texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
+ texOp.CbufSlot,
+ texOp.Handle,
+ componentIndex,
+ dests,
+ sources);
+
+ node = node.List.AddBefore(node, newTexOp);
+ }
+
+ node.List.Remove(oldNode);
+
+ for (int index = 0; index < texOp.SourcesCount; index++)
+ {
+ texOp.SetSource(index, null);
+ }
+
+ return node;
+ }
+
+ private static Operand[] InsertTextureSize(
+ LinkedListNode<INode> node,
+ TextureOperation texOp,
+ Operand[] lodSources,
+ Operand bindlessHandle,
+ int coordsCount)
+ {
+ Operand Int(Operand value)
+ {
+ Operand res = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
+
+ return res;
+ }
+
+ Operand[] texSizes = new Operand[coordsCount];
+
+ Operand lod = Local();
+
+ node.List.AddBefore(node, new TextureOperation(
+ Instruction.Lod,
+ texOp.Type,
+ texOp.Format,
+ texOp.Flags,
+ texOp.CbufSlot,
+ texOp.Handle,
+ 0,
+ new[] { lod },
+ lodSources));
+
+ for (int index = 0; index < coordsCount; index++)
+ {
+ texSizes[index] = Local();
+
+ Operand[] texSizeSources;
+
+ if (bindlessHandle != null)
+ {
+ texSizeSources = new Operand[] { bindlessHandle, Int(lod) };
+ }
+ else
+ {
+ texSizeSources = new Operand[] { Int(lod) };
+ }
+
+ node.List.AddBefore(node, new TextureOperation(
+ Instruction.TextureSize,
+ texOp.Type,
+ texOp.Format,
+ texOp.Flags,
+ texOp.CbufSlot,
+ texOp.Handle,
+ index,
+ new[] { texSizes[index] },
+ texSizeSources));
+ }
+
+ return texSizes;
+ }
+
+ private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ShaderConfig config)
+ {
+ TextureOperation texOp = (TextureOperation)node.Value;
+
+ // We can't query the format of a bindless texture,
+ // because the handle is unknown, it can have any format.
+ if (texOp.Flags.HasFlag(TextureFlags.Bindless))
+ {
+ return node;
+ }
+
+ TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle, texOp.CbufSlot);
+
+ int maxPositive = format switch
+ {
+ TextureFormat.R8Snorm => sbyte.MaxValue,
+ TextureFormat.R8G8Snorm => sbyte.MaxValue,
+ TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
+ TextureFormat.R16Snorm => short.MaxValue,
+ TextureFormat.R16G16Snorm => short.MaxValue,
+ TextureFormat.R16G16B16A16Snorm => short.MaxValue,
+ _ => 0
+ };
+
+ // The value being 0 means that the format is not a SNORM format,
+ // so there's nothing to do here.
+ if (maxPositive == 0)
+ {
+ return node;
+ }
+
+ // Do normalization. We assume SINT formats are being used
+ // as replacement for SNORM (which is not supported).
+ for (int i = 0; i < texOp.DestsCount; i++)
+ {
+ Operand dest = texOp.GetDest(i);
+
+ INode[] uses = dest.UseOps.ToArray();
+
+ Operation convOp = new Operation(Instruction.ConvertS32ToFP32, Local(), dest);
+ Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
+
+ node = node.List.AddAfter(node, convOp);
+ node = node.List.AddAfter(node, normOp);
+
+ foreach (INode useOp in uses)
+ {
+ if (useOp is not Operation op)
+ {
+ continue;
+ }
+
+ // Replace all uses of the texture pixel value with the normalized value.
+ for (int index = 0; index < op.SourcesCount; index++)
+ {
+ if (op.GetSource(index) == dest)
+ {
+ op.SetSource(index, normOp.Dest);
+ }
+ }
+ }
+ }
+
+ return node;
+ }
+
+ private static bool ReplaceConstantBufferWithDrawParameters(LinkedListNode<INode> node, Operation operation)
+ {
+ Operand GenerateLoad(IoVariable ioVariable)
+ {
+ Operand value = Local();
+ node.List.AddBefore(node, new Operation(Instruction.Load, StorageKind.Input, value, Const((int)ioVariable)));
+ return value;
+ }
+
+ bool modified = false;
+
+ for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
+ {
+ Operand src = operation.GetSource(srcIndex);
+
+ if (src.Type == OperandType.ConstantBuffer && src.GetCbufSlot() == 0)
+ {
+ switch (src.GetCbufOffset())
+ {
+ case Constants.NvnBaseVertexByteOffset / 4:
+ operation.SetSource(srcIndex, GenerateLoad(IoVariable.BaseVertex));
+ modified = true;
+ break;
+ case Constants.NvnBaseInstanceByteOffset / 4:
+ operation.SetSource(srcIndex, GenerateLoad(IoVariable.BaseInstance));
+ modified = true;
+ break;
+ case Constants.NvnDrawIndexByteOffset / 4:
+ operation.SetSource(srcIndex, GenerateLoad(IoVariable.DrawIndex));
+ modified = true;
+ break;
+ }
+ }
+ }
+
+ return modified;
+ }
+
+ private static bool HasConstantBufferDrawParameters(Operation operation)
+ {
+ for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
+ {
+ Operand src = operation.GetSource(srcIndex);
+
+ if (src.Type == OperandType.ConstantBuffer && src.GetCbufSlot() == 0)
+ {
+ switch (src.GetCbufOffset())
+ {
+ case Constants.NvnBaseVertexByteOffset / 4:
+ case Constants.NvnBaseInstanceByteOffset / 4:
+ case Constants.NvnDrawIndexByteOffset / 4:
+ return true;
+ }
+ }
+ }
+
+ return false;
+ }
+ }
+} \ No newline at end of file