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Ryujinx/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs

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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
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 the result of a bitwise OR logical operation.
// - Both sources of the OR operation comes from CB2 (used by NVN to hold texture handles).
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.Inst == Instruction.TextureSample)
{
if (!(texOp.GetSource(0).AsgOp is Operation handleCombineOp))
{
continue;
}
if (handleCombineOp.Inst != Instruction.BitwiseOr)
{
continue;
}
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)
{
continue;
}
texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16));
}
else if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore)
{
Operand src0 = texOp.GetSource(0);
if (src0.Type == OperandType.ConstantBuffer && src0.GetCbufSlot() == NvnTextureBufferSlot)
{
texOp.SetHandle(src0.GetCbufOffset());
texOp.Format = config.GetTextureFormat(texOp.Handle);
}
}
}
}
}
}