mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-20 02:56:33 +00:00
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
This commit is contained in:
parent
0b6d206daa
commit
5795bb1528
17 changed files with 240 additions and 59 deletions
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@ -4,7 +4,6 @@ using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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@ -91,9 +90,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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cbDescAddress += (ulong)cbDescOffset;
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ReadOnlySpan<byte> cbDescriptorData = _context.PhysicalMemory.GetSpan(cbDescAddress, 0x10);
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SbDescriptor cbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(cbDescriptorData)[0];
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SbDescriptor cbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(cbDescAddress);
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BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
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}
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@ -110,9 +107,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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sbDescAddress += (ulong)sbDescOffset;
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ReadOnlySpan<byte> sbDescriptorData = _context.PhysicalMemory.GetSpan(sbDescAddress, 0x10);
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SbDescriptor sbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(sbDescriptorData)[0];
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SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
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BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
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}
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@ -292,9 +292,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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sbDescAddress += (ulong)sbDescOffset;
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ReadOnlySpan<byte> sbDescriptorData = _context.PhysicalMemory.GetSpan(sbDescAddress, 0x10);
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SbDescriptor sbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(sbDescriptorData)[0];
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SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
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BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
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}
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@ -1,6 +1,3 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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@ -41,11 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (sampler == null)
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{
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ulong address = Address + (ulong)(uint)id * DescriptorSize;
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ReadOnlySpan<byte> data = Context.PhysicalMemory.GetSpan(address, DescriptorSize);
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SamplerDescriptor descriptor = MemoryMarshal.Cast<byte, SamplerDescriptor>(data)[0];
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SamplerDescriptor descriptor = Context.PhysicalMemory.Read<SamplerDescriptor>(Address + (ulong)id * DescriptorSize);
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sampler = new Sampler(Context, descriptor);
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@ -1,8 +1,6 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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@ -11,6 +9,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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class TextureBindingsManager
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{
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private const int HandleHigh = 16;
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private const int HandleMask = (1 << HandleHigh) - 1;
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private GpuContext _context;
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private bool _isCompute;
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@ -114,7 +115,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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_samplerPool = new SamplerPool(_context, address, maximumId);
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_samplerIndex = samplerIndex;
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}
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@ -195,7 +195,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, binding.CbufSlot);
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}
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packedId = MemoryMarshal.Cast<byte, int>(_context.PhysicalMemory.GetSpan(address + (ulong)binding.CbufOffset * 4, 4))[0];
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packedId = _context.PhysicalMemory.Read<int>(address + (ulong)binding.CbufOffset * 4);
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}
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else
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{
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@ -324,9 +324,20 @@ namespace Ryujinx.Graphics.Gpu.Image
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address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
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}
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address += (uint)wordOffset * 4;
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int handle = _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset & HandleMask) * 4);
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return BitConverter.ToInt32(_context.PhysicalMemory.GetSpan(address, 4));
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// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
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// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
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// bindless textures on the shader), we extend it with another value on the higher 16 bits with
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// another offset for the sampler.
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// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
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// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
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if (wordOffset >> HandleHigh != 0)
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{
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handle |= _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset >> HandleHigh) * 4);
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}
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return handle;
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}
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/// <summary>
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@ -773,6 +773,22 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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if (info.Target == Target.TextureBuffer)
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{
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// We assume that the host does not support signed normalized format
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// (as is the case with OpenGL), so we just use a unsigned format.
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// The shader will need the appropriate conversion code to compensate.
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switch (formatInfo.Format)
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{
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case Format.R8Snorm: formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1); break;
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case Format.R16Snorm: formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2); break;
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case Format.R8G8Snorm: formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2); break;
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case Format.R16G16Snorm: formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4); break;
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case Format.R8G8B8A8Snorm: formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4); break;
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case Format.R16G16B16A16Snorm: formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8); break;
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}
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}
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int width = info.Width / info.SamplesInX;
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int height = info.Height / info.SamplesInY;
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@ -1,9 +1,7 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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@ -83,11 +81,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>The texture descriptor</returns>
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public TextureDescriptor GetDescriptor(int id)
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{
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ulong address = Address + (ulong)(uint)id * DescriptorSize;
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ReadOnlySpan<byte> data = Context.PhysicalMemory.GetSpan(address, DescriptorSize);
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return MemoryMarshal.Cast<byte, TextureDescriptor>(data)[0];
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return Context.PhysicalMemory.Read<TextureDescriptor>(Address + (ulong)id * DescriptorSize);
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}
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/// <summary>
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@ -107,9 +101,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (texture != null)
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{
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ReadOnlySpan<byte> data = Context.PhysicalMemory.GetSpan(address, DescriptorSize);
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TextureDescriptor descriptor = MemoryMarshal.Cast<byte, TextureDescriptor>(data)[0];
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TextureDescriptor descriptor = Context.PhysicalMemory.Read<TextureDescriptor>(address);
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// If the descriptors are the same, the texture is the same,
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// we don't need to remove as it was not modified. Just continue.
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@ -46,11 +46,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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}
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/// <summary>
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/// Reads a structure from GPU mapped memory.
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/// Reads data from GPU mapped memory.
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/// </summary>
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/// <typeparam name="T">Type of the structure</typeparam>
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/// <param name="gpuVa">GPU virtual address where the structure is located</param>
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/// <returns>The structure at the specified memory location</returns>
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/// <typeparam name="T">Type of the data</typeparam>
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/// <param name="gpuVa">GPU virtual address where the data is located</param>
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/// <returns>The data at the specified memory location</returns>
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public T Read<T>(ulong gpuVa) where T : unmanaged
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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@ -67,7 +67,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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return BitConverter.ToInt32(_context.PhysicalMemory.GetSpan(processVa, 4));
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return _context.PhysicalMemory.Read<int>(processVa);
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}
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/// <summary>
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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return BitConverter.ToUInt64(_context.PhysicalMemory.GetSpan(processVa, 8));
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return _context.PhysicalMemory.Read<ulong>(processVa);
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}
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/// <summary>
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@ -1,5 +1,6 @@
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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@ -33,6 +34,17 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return _cpuMemory.GetSpan(address, size);
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}
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/// <summary>
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/// Reads data from the application process.
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/// </summary>
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/// <typeparam name="T">Type of the structure</typeparam>
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/// <param name="gpuVa">Address to read from</param>
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/// <returns>The data at the specified memory location</returns>
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public T Read<T>(ulong address) where T : unmanaged
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{
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return MemoryMarshal.Cast<byte, T>(GetSpan(address, Unsafe.SizeOf<T>()))[0];
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}
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/// <summary>
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/// Writes data to the application process.
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/// </summary>
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@ -324,6 +324,10 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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if (!images.TryAdd(imageName, texOp))
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{
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// Ensure that all texture operations share the same format.
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// This avoid errors like mismatched formats.
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texOp.Format = images[imageName].Format;
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continue;
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}
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@ -229,7 +229,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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}
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else
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{
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suffix = texOp.Handle.ToString();
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suffix = texOp.Handle.ToString("X");
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if ((texOp.Type & SamplerType.Indexed) != 0)
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{
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@ -242,7 +242,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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public static string GetImageName(ShaderStage stage, AstTextureOperation texOp, string indexExpr)
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{
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string suffix = texOp.Handle.ToString();
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string suffix = texOp.Handle.ToString("X");
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if ((texOp.Type & SamplerType.Indexed) != 0)
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{
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@ -879,6 +879,8 @@ namespace Ryujinx.Graphics.Shader.Instructions
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if (op.IsBindless)
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{
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sourcesList.Add(Ra());
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flags |= TextureFlags.Bindless;
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}
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SamplerType type = ConvertSamplerType(op.Dimensions);
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SamplerType type = ConvertSamplerType(op.Dimensions);
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bool hasLod = op.LodMode > TextureLodMode.LodZero;
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if (type == SamplerType.Texture1D && (flags & ~TextureFlags.Bindless) == TextureFlags.IntCoords && !(hasLod ||
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op.HasDepthCompare ||
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op.HasOffset ||
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op.IsArray ||
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op.IsMultisample))
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{
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// For bindless, we don't have any way to know the texture type,
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// so we assume it's texture buffer when the sampler type is 1D, since that's more common.
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bool isTypeBuffer = isBindless || context.Config.GpuAccessor.QueryIsTextureBuffer(op.Immediate);
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if (isTypeBuffer)
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{
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type = SamplerType.TextureBuffer;
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}
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}
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int coordsCount = type.GetDimensions();
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for (int index = 0; index < coordsCount; index++)
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type |= SamplerType.Array;
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}
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bool hasLod = op.LodMode > TextureLodMode.LodZero;
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Operand lodValue = hasLod ? Rb() : ConstF(0);
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Operand packedOffs = op.HasOffset ? Rb() : null;
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@ -1110,7 +1128,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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if ((op.LodMode == TextureLodMode.LodZero ||
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op.LodMode == TextureLodMode.LodLevel ||
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op.LodMode == TextureLodMode.LodLevelA) && !op.IsMultisample)
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op.LodMode == TextureLodMode.LodLevelA) && !op.IsMultisample && type != SamplerType.TextureBuffer)
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{
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sourcesList.Add(lodValue);
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type |= SamplerType.Multisample;
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}
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if (type == SamplerType.Texture1D && flags == TextureFlags.IntCoords && !isBindless)
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{
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bool isTypeBuffer = context.Config.GpuAccessor.QueryIsTextureBuffer(op.Immediate);
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if (isTypeBuffer)
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{
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type = SamplerType.TextureBuffer;
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}
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}
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Operand[] sources = sourcesList.ToArray();
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int rdIndex = op.Rd.Index;
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using System;
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namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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{
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class Operation : INode
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_sources[index] = source;
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}
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protected void RemoveSource(int index)
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{
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SetSource(index, null);
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Operand[] newSources = new Operand[_sources.Length - 1];
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Array.Copy(_sources, 0, newSources, 0, index);
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Array.Copy(_sources, index + 1, newSources, index, _sources.Length - (index + 1));
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_sources = newSources;
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}
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public void TurnIntoCopy(Operand source)
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{
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TurnInto(Instruction.Copy, source);
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public void TurnIntoIndexed(int handle)
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{
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Type |= SamplerType.Indexed;
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Flags &= ~TextureFlags.Bindless;
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Handle = handle;
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}
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public void SetHandle(int handle)
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{
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if ((Flags & TextureFlags.Bindless) != 0)
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{
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Flags &= ~TextureFlags.Bindless;
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RemoveSource(0);
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}
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Handle = handle;
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}
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@ -5,7 +5,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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class AstTextureOperation : AstOperation
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{
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public SamplerType Type { get; }
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public TextureFormat Format { get; }
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public TextureFormat Format { get; set; }
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public TextureFlags Flags { get; }
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public int Handle { get; }
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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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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);
|
||||
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 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) == texOp.Dest)
|
||||
{
|
||||
op.SetSource(index, normOp.Dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,50 @@
|
|||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
{
|
||||
class BindlessElimination
|
||||
{
|
||||
public static void RunPass(BasicBlock block)
|
||||
{
|
||||
// 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.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() != 2 ||
|
||||
src1.Type != OperandType.ConstantBuffer || src1.GetCbufSlot() != 2)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
@ -88,6 +89,22 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
|||
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
|
||||
{
|
||||
BindlessToIndexed.RunPass(blocks[blkIndex]);
|
||||
BindlessElimination.RunPass(blocks[blkIndex]);
|
||||
|
||||
// Try to eliminate any operations that are now unused.
|
||||
LinkedListNode<INode> node = blocks[blkIndex].Operations.First;
|
||||
|
||||
while (node != null)
|
||||
{
|
||||
LinkedListNode<INode> nextNode = node.Next;
|
||||
|
||||
if (IsUnused(node.Value))
|
||||
{
|
||||
RemoveNode(blocks[blkIndex], node);
|
||||
}
|
||||
|
||||
node = nextNode;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue