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

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C#
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
class BindlessElimination
{
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 a constant buffer.
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.Lod ||
texOp.Inst == Instruction.TextureSample ||
texOp.Inst == Instruction.TextureSize)
{
Operand bindlessHandle = Utils.FindLastOperation(texOp.GetSource(0), block);
bool rewriteSamplerType = texOp.Inst == Instruction.TextureSize;
if (bindlessHandle.Type == OperandType.ConstantBuffer)
{
SetHandle(config, texOp, bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot(), rewriteSamplerType);
continue;
}
if (!(bindlessHandle.AsgOp is Operation handleCombineOp))
{
continue;
}
if (handleCombineOp.Inst != Instruction.BitwiseOr)
{
continue;
}
Operand src0 = Utils.FindLastOperation(handleCombineOp.GetSource(0), block);
Operand src1 = Utils.FindLastOperation(handleCombineOp.GetSource(1), block);
TextureHandleType handleType = TextureHandleType.SeparateSamplerHandle;
// Try to match masked pattern:
// - samplerHandle = samplerHandle & 0xFFF00000;
// - textureHandle = textureHandle & 0xFFFFF;
// - combinedHandle = samplerHandle | textureHandle;
// where samplerHandle and textureHandle comes from a constant buffer, and shifted pattern:
// - samplerHandle = samplerId << 20;
// - combinedHandle = samplerHandle | textureHandle;
// where samplerId and textureHandle comes from a constant buffer.
if (src0.AsgOp is Operation src0AsgOp)
{
if (src1.AsgOp is Operation src1AsgOp &&
src0AsgOp.Inst == Instruction.BitwiseAnd &&
src1AsgOp.Inst == Instruction.BitwiseAnd)
{
src0 = GetSourceForMaskedHandle(src0AsgOp, 0xFFFFF);
src1 = GetSourceForMaskedHandle(src1AsgOp, 0xFFF00000);
// The OR operation is commutative, so we can also try to swap the operands to get a match.
if (src0 == null || src1 == null)
{
src0 = GetSourceForMaskedHandle(src1AsgOp, 0xFFFFF);
src1 = GetSourceForMaskedHandle(src0AsgOp, 0xFFF00000);
}
if (src0 == null || src1 == null)
{
continue;
}
}
else if (src0AsgOp.Inst == Instruction.ShiftLeft)
{
Operand shift = src0AsgOp.GetSource(1);
if (shift.Type == OperandType.Constant && shift.Value == 20)
{
src0 = src1;
src1 = src0AsgOp.GetSource(0);
handleType = TextureHandleType.SeparateSamplerId;
}
}
}
else if (src1.AsgOp is Operation src1AsgOp && src1AsgOp.Inst == Instruction.ShiftLeft)
{
Operand shift = src1AsgOp.GetSource(1);
if (shift.Type == OperandType.Constant && shift.Value == 20)
{
src1 = src1AsgOp.GetSource(0);
handleType = TextureHandleType.SeparateSamplerId;
}
}
if (src0.Type != OperandType.ConstantBuffer || src1.Type != OperandType.ConstantBuffer)
{
continue;
}
SetHandle(
config,
texOp,
TextureHandle.PackOffsets(src0.GetCbufOffset(), src1.GetCbufOffset(), handleType),
TextureHandle.PackSlots(src0.GetCbufSlot(), src1.GetCbufSlot()),
rewriteSamplerType);
}
else if (texOp.Inst == Instruction.ImageLoad ||
texOp.Inst == Instruction.ImageStore ||
texOp.Inst == Instruction.ImageAtomic)
{
Operand src0 = Utils.FindLastOperation(texOp.GetSource(0), block);
if (src0.Type == OperandType.ConstantBuffer)
{
int cbufOffset = src0.GetCbufOffset();
int cbufSlot = src0.GetCbufSlot();
if (texOp.Inst == Instruction.ImageAtomic)
{
texOp.Format = config.GetTextureFormatAtomic(cbufOffset, cbufSlot);
}
else
{
texOp.Format = config.GetTextureFormat(cbufOffset, cbufSlot);
}
SetHandle(config, texOp, cbufOffset, cbufSlot, false);
}
}
}
}
private static Operand GetSourceForMaskedHandle(Operation asgOp, uint mask)
{
// Assume it was already checked that the operation is bitwise AND.
Operand src0 = asgOp.GetSource(0);
Operand src1 = asgOp.GetSource(1);
if (src0.Type == OperandType.ConstantBuffer && src1.Type == OperandType.ConstantBuffer)
{
// We can't check if the mask matches here as both operands are from a constant buffer.
// Be optimistic and assume it matches. Avoid constant buffer 1 as official drivers
// uses this one to store compiler constants.
return src0.GetCbufSlot() == 1 ? src1 : src0;
}
else if (src0.Type == OperandType.ConstantBuffer && src1.Type == OperandType.Constant)
{
if ((uint)src1.Value == mask)
{
return src0;
}
}
else if (src0.Type == OperandType.Constant && src1.Type == OperandType.ConstantBuffer)
{
if ((uint)src0.Value == mask)
{
return src1;
}
}
return null;
}
private static void SetHandle(ShaderConfig config, TextureOperation texOp, int cbufOffset, int cbufSlot, bool rewriteSamplerType)
{
texOp.SetHandle(cbufOffset, cbufSlot);
if (rewriteSamplerType)
{
texOp.Type = config.GpuAccessor.QuerySamplerType(cbufOffset, cbufSlot);
}
config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, cbufSlot, cbufOffset);
}
}
}