Support separate textures and samplers (#1216)
* Support separate textures and samplers * Add missing bindless flag, fix SNORM format on buffer textures * Add missing separation * Add comments about the new handles
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0b6d206daa
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17 changed files with 240 additions and 59 deletions
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@ -1,6 +1,7 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
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@ -27,9 +28,17 @@ namespace Ryujinx.Graphics.Shader.Translation
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node = RewriteGlobalAccess(node, config);
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}
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if (operation.Inst == Instruction.TextureSample)
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if (operation is TextureOperation texOp)
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{
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node = RewriteTextureSample(node, config);
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if (texOp.Inst == Instruction.TextureSample)
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{
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node = RewriteTextureSample(node, config);
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}
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if (texOp.Type == SamplerType.TextureBuffer)
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{
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node = InsertSnormNormalization(node, config);
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}
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}
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}
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}
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@ -419,5 +428,57 @@ namespace Ryujinx.Graphics.Shader.Translation
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return node;
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}
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private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ShaderConfig config)
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{
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TextureOperation texOp = (TextureOperation)node.Value;
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TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle);
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int maxPositive = format switch
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{
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TextureFormat.R8Snorm => sbyte.MaxValue,
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TextureFormat.R8G8Snorm => sbyte.MaxValue,
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TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
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TextureFormat.R16Snorm => short.MaxValue,
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TextureFormat.R16G16Snorm => short.MaxValue,
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TextureFormat.R16G16B16A16Snorm => short.MaxValue,
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_ => 0
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};
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// The value being 0 means that the format is not a SNORM format, so there's nothing to do here.
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if (maxPositive == 0)
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{
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return node;
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}
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// Do normalization. We assume SINT formats are being used as replacement for SNORM (that is not supported).
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INode[] uses = texOp.Dest.UseOps.ToArray();
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Operation convOp = new Operation(Instruction.ConvertS32ToFP, Local(), texOp.Dest);
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Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
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node = node.List.AddAfter(node, convOp);
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node = node.List.AddAfter(node, normOp);
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foreach (INode useOp in uses)
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{
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if (!(useOp is Operation op))
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{
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continue;
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}
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// Replace all uses of the texture pixel value with the normalized value.
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for (int index = 0; index < op.SourcesCount; index++)
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{
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if (op.GetSource(index) == texOp.Dest)
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{
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op.SetSource(index, normOp.Dest);
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}
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}
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}
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return node;
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}
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}
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}
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