Simplify logic for bindless texture handling (#1667)

* Simplify logic for bindless texture handling

* Nits
This commit is contained in:
gdkchan 2020-11-09 19:35:04 -03:00 committed by GitHub
parent eda6b78894
commit 934a78005e
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 131 additions and 191 deletions

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@ -5,15 +5,14 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
class BindlessElimination
{
private const int NvnTextureBufferSlot = 2;
public static void RunPass(BasicBlock block, ShaderConfig config)
{
// We can turn a bindless into regular access by recognizing the pattern
// produced by the compiler for separate texture and sampler.
// We check for the following conditions:
// - The handle is a constant buffer value.
// - The handle is the result of a bitwise OR logical operation.
// - Both sources of the OR operation comes from CB2 (used by NVN to hold texture handles).
// - Both sources of the OR operation comes from a constant buffer.
for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
{
if (!(node.Value is TextureOperation texOp))
@ -26,9 +25,19 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
continue;
}
if (texOp.Inst == Instruction.TextureSample)
if (texOp.Inst == Instruction.Lod ||
texOp.Inst == Instruction.TextureSample ||
texOp.Inst == Instruction.TextureSize)
{
if (!(texOp.GetSource(0).AsgOp is Operation handleCombineOp))
Operand bindlessHandle = texOp.GetSource(0);
if (bindlessHandle.Type == OperandType.ConstantBuffer)
{
texOp.SetHandle(bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot());
continue;
}
if (!(bindlessHandle.AsgOp is Operation handleCombineOp))
{
continue;
}
@ -41,21 +50,21 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
Operand src0 = handleCombineOp.GetSource(0);
Operand src1 = handleCombineOp.GetSource(1);
if (src0.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != NvnTextureBufferSlot ||
src1.Type != OperandType.ConstantBuffer || src1.GetCbufSlot() != NvnTextureBufferSlot)
if (src0.Type != OperandType.ConstantBuffer ||
src1.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != src1.GetCbufSlot())
{
continue;
}
texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16));
texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16), src0.GetCbufSlot());
}
else if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore)
{
Operand src0 = texOp.GetSource(0);
if (src0.Type == OperandType.ConstantBuffer && src0.GetCbufSlot() == NvnTextureBufferSlot)
if (src0.Type == OperandType.ConstantBuffer)
{
texOp.SetHandle(src0.GetCbufOffset());
texOp.SetHandle(src0.GetCbufOffset(), src0.GetCbufSlot());
texOp.Format = config.GetTextureFormat(texOp.Handle);
}
}