using Ryujinx.Graphics.Shader.IntermediateRepresentation; using System.Collections.Generic; using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper; namespace Ryujinx.Graphics.Shader.Translation.Optimizations { static class BindlessToIndexed { private const int StorageDescsBaseOffset = 0x44; // In words. private const int UbeStorageDescsBaseOffset = 0x84; // In words. private const int UbeStorageMaxCount = 14; private const int StorageDescSize = 4; // In words. private const int StorageMaxCount = 16; private const int StorageDescsSize = StorageDescSize * StorageMaxCount; public static void RunPass(BasicBlock block) { // We can turn a bindless texture access into a indexed access, // as long the following conditions are true: // - The handle is loaded using a LDC instruction. // - The handle is loaded from the constant buffer with the handles (CB2 for NVN). // - The load has a constant offset. // The base offset of the array of handles on the constant buffer is the constant offset. for (LinkedListNode 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 handleAsgOp)) { continue; } if (handleAsgOp.Inst != Instruction.LoadConstant) { continue; } Operand ldcSrc0 = handleAsgOp.GetSource(0); Operand ldcSrc1 = handleAsgOp.GetSource(1); if (ldcSrc0.Type != OperandType.Constant || ldcSrc0.Value != 2) { continue; } if (!(ldcSrc1.AsgOp is Operation addOp)) { continue; } Operand addSrc1 = addOp.GetSource(1); if (addSrc1.Type != OperandType.Constant) { continue; } texOp.TurnIntoIndexed(addSrc1.Value); Operand index = Local(); Operand source = addOp.GetSource(0); Operation shrBy1 = new Operation(Instruction.ShiftRightU32, index, source, Const(1)); block.Operations.AddBefore(node, shrBy1); texOp.SetSource(0, index); } } } }