forked from Mirror/Ryujinx
51 lines
1.7 KiB
C#
51 lines
1.7 KiB
C#
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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class BindlessElimination
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{
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public static void RunPass(BasicBlock block)
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{
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// We can turn a bindless into regular access by recognizing the pattern
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// produced by the compiler for separate texture and sampler.
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// We check for the following conditions:
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// - The handle is the result of a bitwise OR logical operation.
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// - Both sources of the OR operation comes from CB2 (used by NVN to hold texture handles).
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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{
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if (!(node.Value is TextureOperation texOp))
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{
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continue;
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}
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if ((texOp.Flags & TextureFlags.Bindless) == 0)
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{
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continue;
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}
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if (!(texOp.GetSource(0).AsgOp is Operation handleCombineOp))
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{
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continue;
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}
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if (handleCombineOp.Inst != Instruction.BitwiseOr)
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{
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continue;
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}
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Operand src0 = handleCombineOp.GetSource(0);
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Operand src1 = handleCombineOp.GetSource(1);
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if (src0.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != 2 ||
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src1.Type != OperandType.ConstantBuffer || src1.GetCbufSlot() != 2)
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{
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continue;
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}
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texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16));
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}
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}
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}
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}
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